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	<updated>2026-07-17T16:01:04Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317998</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317998"/>
		<updated>2026-07-17T10:25:21Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Training your party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
'''Swimmer''' is a [[skill]] used by [[creature]]s to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
[[File:octopus_drowning.gif|thumb|284px|right|Octopus man drowning in air.]]&lt;br /&gt;
[[Dwarves]] with Dabbling (level 0) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth). Those of Novice (level 1) experience or greater can be in deep surface water without drowning. Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].&lt;br /&gt;
 &lt;br /&gt;
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.&lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, non-stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave, if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.&lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens, it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water, rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].  Adequate (level 2) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended - higher levels only increase speed while swimming.  Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Teaching swimming ==&lt;br /&gt;
[[File:swimming_preview.png|thumb|230px|right|Water's level: 7&amp;lt;br&amp;gt;Swimming skill: Novice]]&lt;br /&gt;
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[swimming pool]] it can easily be done.&lt;br /&gt;
&lt;br /&gt;
[[Animal person|Animal people]] can't learn swimming due to a bug.{{Bug|9853}} Creatures who are innate swimmers (for example, fish like [[carp]]) do not build up Swimmer skill, as they have no use for it.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet (Unless you're using DFhack!), so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
=== How long can you hold your breath? ===&lt;br /&gt;
The time before you drown is based on the following formula:&lt;br /&gt;
&lt;br /&gt;
 ticks = ((ES+TS) / 4) + 200&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* ES = Endurance score&lt;br /&gt;
* TS = Toughness score&lt;br /&gt;
* ticks = ticks before you drown&lt;br /&gt;
&lt;br /&gt;
The scores are based on the following table, using the dwarven average:&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
! Endurance&lt;br /&gt;
! Toughness&lt;br /&gt;
! Drowning Ticks&lt;br /&gt;
|-&lt;br /&gt;
| absolutely inexhaustible || basically unbreakable || 1262-2700&lt;br /&gt;
|-&lt;br /&gt;
| indefatigable || incredibly tough || 1137-1262&lt;br /&gt;
|-&lt;br /&gt;
| very slow to tire || quite durable || 1012-1137&lt;br /&gt;
|-&lt;br /&gt;
| slow to tire || tough || 887-1012&lt;br /&gt;
|-&lt;br /&gt;
| (no description) || (no description) || 638-887&lt;br /&gt;
|-&lt;br /&gt;
| quick to tire || flimsy || 513-637&lt;br /&gt;
|-&lt;br /&gt;
| very quick to tire || very flimsy || 388-512&lt;br /&gt;
|-&lt;br /&gt;
| extremely quick to tire || remarkably flimsy || 263-387&lt;br /&gt;
|-&lt;br /&gt;
| truly quick to tire || shockingly fragile || 200-262&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a dwarf with an average score of endurance and toughness will have 762 ticks to get out of the water, or drown.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that drowning '''rapidly''' trains Endurance and Toughness, so by the time your dwarf drowns they might've trained both attributes slightly, giving you a few more ticks of leeway.&lt;br /&gt;
&lt;br /&gt;
===Training your party===&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience - repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes (notably toughness and endurance), greatly benefit from the strain caused by the experience. Provided that this experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;cold&amp;quot; or &amp;quot;freezing&amp;quot; and it's close to sundown, '''get out of the water as quickly as you can - if you don't, the water may freeze while you are swimming, instantly killing you''' and leaving your frozen corpse encased in [[ice]] - a valuable find for archaeologists.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317997</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317997"/>
		<updated>2026-07-17T10:24:33Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Training your party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
'''Swimmer''' is a [[skill]] used by [[creature]]s to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
[[File:octopus_drowning.gif|thumb|284px|right|Octopus man drowning in air.]]&lt;br /&gt;
[[Dwarves]] with Dabbling (level 0) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth). Those of Novice (level 1) experience or greater can be in deep surface water without drowning. Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].&lt;br /&gt;
 &lt;br /&gt;
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.&lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, non-stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave, if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.&lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens, it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water, rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].  Adequate (level 2) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended - higher levels only increase speed while swimming.  Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Teaching swimming ==&lt;br /&gt;
[[File:swimming_preview.png|thumb|230px|right|Water's level: 7&amp;lt;br&amp;gt;Swimming skill: Novice]]&lt;br /&gt;
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[swimming pool]] it can easily be done.&lt;br /&gt;
&lt;br /&gt;
[[Animal person|Animal people]] can't learn swimming due to a bug.{{Bug|9853}} Creatures who are innate swimmers (for example, fish like [[carp]]) do not build up Swimmer skill, as they have no use for it.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet (Unless you're using DFhack!), so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
=== How long can you hold your breath? ===&lt;br /&gt;
The time before you drown is based on the following formula:&lt;br /&gt;
&lt;br /&gt;
 ticks = ((ES+TS) / 4) + 200&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* ES = Endurance score&lt;br /&gt;
* TS = Toughness score&lt;br /&gt;
* ticks = ticks before you drown&lt;br /&gt;
&lt;br /&gt;
The scores are based on the following table, using the dwarven average:&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
! Endurance&lt;br /&gt;
! Toughness&lt;br /&gt;
! Drowning Ticks&lt;br /&gt;
|-&lt;br /&gt;
| absolutely inexhaustible || basically unbreakable || 1262-2700&lt;br /&gt;
|-&lt;br /&gt;
| indefatigable || incredibly tough || 1137-1262&lt;br /&gt;
|-&lt;br /&gt;
| very slow to tire || quite durable || 1012-1137&lt;br /&gt;
|-&lt;br /&gt;
| slow to tire || tough || 887-1012&lt;br /&gt;
|-&lt;br /&gt;
| (no description) || (no description) || 638-887&lt;br /&gt;
|-&lt;br /&gt;
| quick to tire || flimsy || 513-637&lt;br /&gt;
|-&lt;br /&gt;
| very quick to tire || very flimsy || 388-512&lt;br /&gt;
|-&lt;br /&gt;
| extremely quick to tire || remarkably flimsy || 263-387&lt;br /&gt;
|-&lt;br /&gt;
| truly quick to tire || shockingly fragile || 200-262&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a dwarf with an average score of endurance and toughness will have 762 ticks to get out of the water, or drown.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that drowning '''rapidly''' trains Endurance and Toughness, so by the time your dwarf drowns they might've trained both attributes slightly, giving you a few more ticks of leeway.&lt;br /&gt;
&lt;br /&gt;
===Training your party===&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience - repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes (notably toughness and endurance), greatly benefit from the strain caused by the experience. Provided that this experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;cold&amp;quot; or &amp;quot;freezing&amp;quot; and it's close to sundown, '''get out of the water as quickly as you can - if you don't, the water may '''freeze''' while you are swimming, instantly killing you''' and leaving your frozen corpse encased in [[ice]] - a valuable find for archaeologists.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Halberd&amp;diff=317986</id>
		<title>Halberd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Halberd&amp;diff=317986"/>
		<updated>2026-07-16T15:21:35Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:halberd_sprite_preview.png|right]]&lt;br /&gt;
A '''halberd''' is an [[attack types|edged]] [[weapon]] that is essentially a combination of long-hafted axe and short spear. Halberds are 50% greater in size than dwarven [[battle axe]]s and gain a piercing stab attack, but lose the axe's blunt pommel strike. Additionally, the halberd's blade has half the contact area and 33% greater penetration, meaning this slashing weapon is ''much'' more effective vs. armor than its smaller cousins. Attack range is not currently modeled, so halberds are neither granted distance attack bonuses, nor rendered useless as enemies advance to close combat range.&lt;br /&gt;
&lt;br /&gt;
Halberds use and train the [[Axeman]] / Axedwarf skill. As foreign weapons, dwarves cannot [[forge]] halberds, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s or scavenged from invaders. &lt;br /&gt;
&lt;br /&gt;
[[Weapon#Size|Due to the size of halberds]], dwarves are unable to equip them. [[Human]]s are large enough to wield this weapon, and many manage to do so one-handed.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=317985</id>
		<title>Dinosaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=317985"/>
		<updated>2026-07-16T15:19:13Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
[[Dinosaur|Dinosaurs]] are reptillian creatures with warm blood and hollow bones, introduced in the [[Dino Update]] alongside other real-world extinct creatures. This is a list of all dinosaurs in ''Dwarf Fortress''&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
=== Triassic ===&lt;br /&gt;
*[[Eoraptor]]([[eoraptor man|man]])&lt;br /&gt;
*[[Procompsognathus]]([[Procompsognathus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Jurassic ===&lt;br /&gt;
*[[Torvosaurus]]([[Torvosaurus man|man]])&lt;br /&gt;
*[[Archaeopteryx]]([[Archaeopteryx man|man]])&lt;br /&gt;
*[[Stegosaurus]]([[Stegosaurus man|man]])&lt;br /&gt;
*[[Kentrosaurus]]([[Kentrosaurus man|man]])&lt;br /&gt;
*[[Dilophosaurus]]([[Dilophosaurus man|man]])&lt;br /&gt;
*[[Ceratosaurus]]([[Ceratosaurus man|man]])&lt;br /&gt;
*[[Europasaurus]]([[Europasaurus man|man]])&lt;br /&gt;
*[[Brachiosaurus]]([[Brachiosaurus man|man]])&lt;br /&gt;
*[[Diplodocus]]([[Diplodocus man|man]])&lt;br /&gt;
*[[Brontosaurus]]([[Brontosaurus man|man]])&lt;br /&gt;
*[[Allosaurus]]([[Allosaurus man|man]])&lt;br /&gt;
*[[Afrovenator]]([[Afrovenator man|man]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cretaceous ===&lt;br /&gt;
*[[Velociraptor]]([[Velociraptor man|man]])&lt;br /&gt;
*[[Mononykus]]([[ Mononykus man|man]])&lt;br /&gt;
*[[Linhenykus|Linhenykus]]([[Linhenykus man|man]])&lt;br /&gt;
*[[Buitreraptor]]([[Buitreraptor man|man]])&lt;br /&gt;
*[[Deinonychus]]([[Deinonychus man|man]])&lt;br /&gt;
*[[Utahraptor]]([[Utahraptor man|man]])&lt;br /&gt;
*[[Parasaurolophus]]([[Parasaurolophus man|man]])&lt;br /&gt;
*[[Iguanodon]]([[Iguanodon man|man]])&lt;br /&gt;
*[[Triceratops]]([[Triceratops man|man]])&lt;br /&gt;
*[[Kosmoceratops]]([[Kosmoceratops man|man]])&lt;br /&gt;
*[[Microceratus]]([[Microceratus man|man]])&lt;br /&gt;
*[[Ankylosaurus]]([[Ankylosaurus man|man]])&lt;br /&gt;
*[[Pachycephalosaurus]]([[Pachycephalosaurus man|man]])&lt;br /&gt;
*[[Colepiocephale]]([[Colepiocephale man|man]])&lt;br /&gt;
*[[Tsintaosaurus]]([[Tsintaosaurus man|man]])&lt;br /&gt;
*[[Therizinosaurus]]([[Therizinosaurus man|man]])&lt;br /&gt;
*[[Suzhousaurus]]([[Suzhousaurus man|man]])&lt;br /&gt;
*[[Nothronychus]]([[Nothronychus man|man]])&lt;br /&gt;
*[[Carnotaurus]]([[Carnotaurus man|man)]]&lt;br /&gt;
*[[Spinosaurus]]&lt;br /&gt;
*[[Tyrannosaurus]]([[Tyrannosaurus man|man]])&lt;br /&gt;
*[[Amargasaurus]]([[Amargasaurus man|man]])&lt;br /&gt;
*[[Oviraptor]]([[Oviraptor man|man]])&lt;br /&gt;
*[[Hypsilophodon]]([[Hypsilophodon man|man]])&lt;br /&gt;
*[[Nodosaurus]]([[Nodosaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other prehistoric reptiles sometimes (incorrectly) called dinosaurs ==&lt;br /&gt;
=== Pterosaurs ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Pterodactylus]]([[Pterodactylus man|man]])&lt;br /&gt;
*[[Jeholopterus]]([[Jeholopterus man|man]])&lt;br /&gt;
*[[Rhamphorhynchus]]([[Rhamphorhynchus man|man]])&lt;br /&gt;
&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Quetzalcoatlus]]([[Quetzalcoatlus man|man]])&lt;br /&gt;
*[[Sinopterus]]([[Sinopterus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Various aquatic reptiles ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Ichthyosaurus|Ichthyosauru]]s([[Ichthyosaurus man|man]])&lt;br /&gt;
*[[Plesiosaurus]]([[Plesiosaurus man|man]])&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Mosasaurus]]([[Mosasaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Dimetrodon]], which is not a reptile but still erroneously called a dinosaur&lt;br /&gt;
&lt;br /&gt;
[[Creature|Birds]], which some human scientists suggest are dinosaurs&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tyrannosaurus&amp;diff=317977</id>
		<title>Tyrannosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tyrannosaurus&amp;diff=317977"/>
		<updated>2026-07-16T07:36:50Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=tyrannosaurus_sprites.png&lt;br /&gt;
|portrait=tyrannosaurus_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
The '''Tyrannosaurus Rex''', or '''T. Rex''' (referred to as just '''Tyrannosaurus''' in-game) is a very large, carnivorous [[extinction|extinct]] dinosaur from the [[wikipedia:Cretaceous|Cretaceous]] period. Their large size can be compared to that of an [[ogre]], or slightly smaller than a [[giant saltwater crocodile]]. They are usually found in temperate, moist environments (which resembles the Hell Creek formation as it was in the Cretaceous).&lt;br /&gt;
&lt;br /&gt;
It can be extremely dangerous if precautions aren't taken, but if you manage to tame and train one for war, it can be used for combat and will decimate most [[goblins]], since their armor usually isn't very high quality. Cave dragons that goblins sometimes bring can pose a threat to it, however.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarf|dwarves]] [[like]] tyrannosaurus rexes for their ''jaws'' and ''tiny arms''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A [[human]] was once making fun of a T.Rex due to its short arms, and saying it was just a scavenger. They were promptly eaten whole.&lt;br /&gt;
&lt;br /&gt;
The T.Rex lays eggs and has a very large clutch size (larger than any domestic bird), which means it is theoretically possible for a never before seen -splosion to occur, the enigmatic dinosplosion (though dwarven scientists still contemplate whether it is closer to a birdsplosion or a crocsplosion). This theoretical -splosion has not been seen occurring yet.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Spinosaurus&amp;diff=317947</id>
		<title>Spinosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Spinosaurus&amp;diff=317947"/>
		<updated>2026-07-13T13:39:24Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Spinosaurus''' is a large, semi-aquatic extinct carnivorous dinosaur from the Cretaceous period. There are two species of Spinosaurus in ''Dwarf Fortress'':&lt;br /&gt;
&lt;br /&gt;
*[[Spinosaurus aegyptiacus]]&lt;br /&gt;
*[[Spinosaurus mirabilis]]&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dilophosaurus&amp;diff=317844</id>
		<title>Dilophosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dilophosaurus&amp;diff=317844"/>
		<updated>2026-07-08T06:17:40Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dilophosaurus_sprites.png&lt;br /&gt;
|portrait=dilophosaurus_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Jurassic Park franchise --&amp;gt;&lt;br /&gt;
Contrary to popular rumours started by [[human]]s, Dilophosaurus have never had an expandable neck frill or been known to spit venom. Puzzled dwarves can only assume that humans, few of whom have ever braved the untamed wilds where prehistoric creatures still roam, picked up this &amp;quot;knowledge&amp;quot; from some poorly-researched tome of fiction. Similar legends postulating that a Dilophosaurus once killed and ate an overweight human [[mercenary]] before they could hand a stolen [[artifact]] over to their employer, while more plausible on the surface, are likewise unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Afrovenator_man&amp;diff=317843</id>
		<title>Afrovenator man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Afrovenator_man&amp;diff=317843"/>
		<updated>2026-07-08T06:13:29Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=afrovenator_man_sprite.png&lt;br /&gt;
|portrait=afrovenator_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Afrovenator men''' are [[animal people|humanoid]] versions of the [[extinct]] dinosaurs, [[afrovenator]]s, from the [[wikipedia:Jurassic|Jurassic]] era. They are roughly half the size of their afrovenator counterparts, and can appear in groups of up to 2 or 3.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] like afrovenator for their ''graceful movement''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diadectes&amp;diff=317821</id>
		<title>Diadectes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diadectes&amp;diff=317821"/>
		<updated>2026-07-06T17:21:11Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=diadectes_sprites.png&lt;br /&gt;
|portrait=diadectes_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Diadectes''' are [[extinct]] [[creature]]s from the [[wikipedia:Permian|Permian]] era. They are found in various [[Surroundings#Savage|savage]] [[temperate]] [[biome]]s, appearing alone or in herds of up to 6 individuals. While [[Extinction#Extinct creatures|extinct]] in real life, their appearance is dependent on the settings chosen when [[World generation#Real world extinct creatures|creating a world]]. A young diadectes is ''theoretically'' called a ''hatchling'', but as of version 53.15, it is an adult upon birth. As there is a sprite and portrait for young diadectes, this is likely a bug.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dodo&amp;diff=317820</id>
		<title>Dodo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dodo&amp;diff=317820"/>
		<updated>2026-07-06T10:38:15Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: add (very speculative) reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dodo_sprites.png&lt;br /&gt;
|portrait=dodo_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Under A Rock' game, by Nordic Trolls --&amp;gt;&lt;br /&gt;
Small groups of dodos can be found on [[island]] [[beach]]es, where they were domesticated first by a lost population of terribly malformed [[troglodyte|humans]]. [[Animal trainer]]s traditionally first knock the dodo unconscious, then feed it purple berries or tiny [[Cook#Prepared Meal|biscuits]] to earn its trust.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317520</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317520"/>
		<updated>2026-07-04T14:59:25Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Appointing Administrators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:noble_icon_preview.png|right]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal}}&lt;br /&gt;
'''Nobles''' and '''administrators''' are [[Dwarf|dwarves]] elevated to a position of rule over your fortress. Administrators perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]]. An [[expedition leader]] or a [[mayor]] provides a critical happiness bonus to unhappy and [[stress|stressed]] dwarves, who will yell at or cry on &amp;quot;someone in charge&amp;quot;, and is also responsible for interacting with [[outpost liaison|outpost liaisons]].&lt;br /&gt;
&lt;br /&gt;
Certain offices are automatically [[elected]] by your fortress's citizenry, rising to ranks mostly outside of the player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrators are colloquially known as &amp;quot;utility nobles&amp;quot;, and internally both are a type of [[position token|position]].&lt;br /&gt;
&lt;br /&gt;
Developed fortresses are offered the privilege of elevating a dwarf to a noble title, allowing the dwarven [[caravan]] the luxury of trading with high-capacity [[wagon|wagons]]. This is an optional victory goal of [[Fortress mode]], and a fortress that chooses this path and produces enough wealth will see their chosen noble climb the echelons of society, all the way to attracting the reigning [[monarch]].&lt;br /&gt;
&lt;br /&gt;
Higher-rank office-holders, such as nobles and the [[mayor]], can make [[demand|demands]] and set legally-binding [[mandate|mandates]], which, if not met, will upset them, such that they will punish your dwarves for &amp;quot;oath-breaking&amp;quot; if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[Zone#Quality_and_value|room]]s and other personal possessions, such as [[cabinet]]s and [[armor stand]]s, and some of them are pretentious and do not want a lower-rank dwarf to have a better room than them.&lt;br /&gt;
&lt;br /&gt;
If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a leader, especially a popular one like an elected [[mayor]], may cause grief among the general populace, and may have additional consequences due to how leaders are chosen. Hereditary noble titles are not succeeded by dwarves in your fortress. A fortress lacking a mayor or an expedition leader will be temporarily unable to appoint new administrators manually until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other [[Site|sites]] in the [[Civilization#Mountain|dwarven kingdom]]. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. There is no further benefit to having multiple land-holders, so in the event you happen to have multiple [[baron]]s or similar, it may be more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that office-holders, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
Outside your fortress, positions such as the [[general]] and [[outpost liaison]] are also types of administrators that attend to national affairs, answering to the [[monarch]] of each dwarven civilization. [[Human|Humans]], [[Elf|elves]] and [[goblin|goblins]] have nobles of their own, with some of the positions of their [[civilization|civilizations]] being exclusive to them, such as human law-giver and elven [[druid|druids]]. Humans and goblins are able to procedurally generate their government during world generation, with law-making officials able to create new positions for any number of reasons. While civilized, [[kobold|kobolds]] and subterranean [[animal people]] have no need for nobles or organized governments.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position or the land name (like barony), with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
An [[expedition leader]] will be automatically selected at embark. With an expedition leader, the following positions can be assigned: [[bookkeeper]], [[broker]], [[chief medical dwarf]], [[hammerer]], [[manager]], [[militia commander]], and [[sheriff]]. With a militia commander, [[militia captain]]s can be assigned to lead other [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Once the fortress population reaches 50, a [[mayor]] will be automatically elected (replacing the expedition leader). Once a mayor has been elected, the [[captain of the guard]] (replacing the sheriff) and [[dungeon master]] positions can also be assigned, in addition to those available with an expedition leader.&lt;br /&gt;
&lt;br /&gt;
Landholding nobles have triggers defined in the [[Difficulty#Land_holder|difficulty settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! '''Land Holder'''&lt;br /&gt;
! '''Population'''&lt;br /&gt;
! '''Created Wealth'''&lt;br /&gt;
! '''Exported Wealth'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[general]] arrives alongside the [[monarch]] (except when a fortress citizen or resident inherits the monarchy{{bug|11717}}).&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values, see: [[Zone#Quality_and_value|Zone quality and value]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads.&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No (functional) privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the nobles screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the Mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, the outpost liason will not offer elevation again. There is no guarantee your fortress will receive a successor, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available. For the Baron, Count, and Duke these values come from the [[Position_token#LAND_HOLDER|land holder]] [[difficulty]] settings instead of the raws.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist. Positions are sorted by their precedence in the nobles screen, with more important dwarves sorted above lower ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Position'''&lt;br /&gt;
! width=5% | '''#'''&lt;br /&gt;
! '''Squad'''&lt;br /&gt;
! width=5% | '''Spouse'''&lt;br /&gt;
! width=5% | '''Heir'''&lt;br /&gt;
! '''Appointed By'''&lt;br /&gt;
! '''Replaced By'''&lt;br /&gt;
! width=5% | '''Pop Req'''&lt;br /&gt;
! width=7% | '''Wealth Req'''&lt;br /&gt;
! width=5% | '''Elected'''&lt;br /&gt;
! '''Lazy'''&lt;br /&gt;
! width=5% | '''Immunity'''&lt;br /&gt;
! width=5% | '''Econ Exempt'''&lt;br /&gt;
! width=5% | '''Military Screen Only'''&lt;br /&gt;
! '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Armok]] himself&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointing Administrators==&lt;br /&gt;
Appointed positions are chosen by the player via the nobles and administrators menu {{menu icon|n}} (representing them being appointed by higher-ranking leaders; see below). There are certain [[skill|skills]] that are relevant for each administrator's responsibilities, and not all dwarves will gain experience in the given skill. Some dwarves will never gain experience in certain [[social skill|social skills]], this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of [[Personality facet|traits]] for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing administrators.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager|Managers]] use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker|Brokers]] most critically use the [[judge of intent]] and [[appraiser]] skill, with other [[social skill|social skills]] moderately useful in negotiating deals.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper|Bookkeepers]] have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a leader, the new orders don't just descend from on high - instead, a higher-ranking official will actually appoint someone to the position. All appointed positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission|missions]] before any appointments can be made. If your fort doesn't have the relevant higher-ranking official [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
= General nobility mechanics =&lt;br /&gt;
The nobles in your own fortress and your civilization, as well as other types of civilizations, use a standardized set of mechanics. These may be seen in the [[elves]], [[humans]] or [[goblins]] or in [[Entity token|modded civilizations]].&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
''Main article:'' [[Advanced Entity Position Mechanics]]&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the {{token|SITE|po}} tag are site-level, those without it are civ-level.  These types of nobles can be regarded as separate systems. There is however some limited interaction possible: civ-level nobles can appoint site-level positions. They cannot succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of Fortress mode, the game will always attempt to assign nobles whenever possible (except for those with {{token|NUMBER|po|AS_NEEDED}}).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
* Nobles with {{token|APPOINTED_BY|po|position}}require a noble of the designated position.&lt;br /&gt;
* Nobles with {{token|REQUIRES_POPULATION|po}} require the population to have a specific size.&lt;br /&gt;
* Nobles with {{token|REQUIRES_MARKET|po}} will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types). A player fortress is always considered as having a market, thus this requirement is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created. In worldgen, there is no functional difference between {{token|ELECTED|po}} and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the {{token|SUCCESSION|po}} tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of {{token|SUCCESSION|po|BY_POSITION}}, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
{{token|REPLACED_BY|po|position}} means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa. Only for replacement in the landholders-chain is the current holder promoted to the next position.&lt;br /&gt;
&lt;br /&gt;
These rules are mostly followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with {{token|MILITARY_GOALS|po}} after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level {{token|LAW_MAKING|po}} position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders and Positions ==&lt;br /&gt;
''Main article:'' [[Position_token#Why won't my positions appear?|Why won't my positions appear?]]&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - {{token|LAND_HOLDER|po}}, {{token|REQUIRES_POPULATION|po}}, {{token|APPOINTED_BY|po}}, {{token|ELECTED|po}}, and {{token|REPLACED_BY|po}}. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [LAND_HOLDER] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is [REPLACED_BY] it. A non-[LAND_HOLDER] position that is [REPLACED_BY] a [LAND_HOLDER] position will never appear. With this list compiled, the game culls all positions that are [REPLACED_BY] another eligible position, and then culls all positions that have the [APPOINTED_BY] token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the [ELECTED] token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be [APPOINTED_BY] another position or [ELECTED].&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. [APPOINTED_BY] positions must be appointed by another position already in your fortress, or a civ-level position. Only [LAND_HOLDER] positions may be appointed by civ-level positions. [LAND_HOLDER] positions that are [APPOINTED_BY] civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.&lt;br /&gt;
{{old|v=50.01}}&lt;br /&gt;
If a fortress meets the [LAND_HOLDER_TRIGGER] for a new [LAND_HOLDER] tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that [LAND_HOLDER] level. Each time they appear, the outpost liaison will only promote your fortress one tier up the [LAND_HOLDER] track. The biggest problem with this system is that you may set your [LAND_HOLDER_TRIGGERS] such that you are eligible for the first tier of [LAND_HOLDER] positions at embark. If you are eligible for the first tier of [LAND_HOLDER] positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}} (Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
* If your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}}&lt;br /&gt;
* New mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time, but it might take a while, and in the meantime, you won't be able to appoint certain nobles. {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
The [[Monarch]], [[Baron]], [[Count]] and [[Duke]] cannot be assigned as military commander, because of their succession-rules.&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;all&amp;lt;/s&amp;gt; many players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|center|A human noble from times past.&amp;lt;br&amp;gt;Jacques Callot (1620-1623)]]&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317519</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317519"/>
		<updated>2026-07-04T14:56:48Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* General nobility mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:noble_icon_preview.png|right]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal}}&lt;br /&gt;
'''Nobles''' and '''administrators''' are [[Dwarf|dwarves]] elevated to a position of rule over your fortress. Administrators perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]]. An [[expedition leader]] or a [[mayor]] provides a critical happiness bonus to unhappy and [[stress|stressed]] dwarves, who will yell at or cry on &amp;quot;someone in charge&amp;quot;, and is also responsible for interacting with [[outpost liaison|outpost liaisons]].&lt;br /&gt;
&lt;br /&gt;
Certain offices are automatically [[elected]] by your fortress's citizenry, rising to ranks mostly outside of the player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrators are colloquially known as &amp;quot;utility nobles&amp;quot;, and internally both are a type of [[position token|position]].&lt;br /&gt;
&lt;br /&gt;
Developed fortresses are offered the privilege of elevating a dwarf to a noble title, allowing the dwarven [[caravan]] the luxury of trading with high-capacity [[wagon|wagons]]. This is an optional victory goal of [[Fortress mode]], and a fortress that chooses this path and produces enough wealth will see their chosen noble climb the echelons of society, all the way to attracting the reigning [[monarch]].&lt;br /&gt;
&lt;br /&gt;
Higher-rank office-holders, such as nobles and the [[mayor]], can make [[demand|demands]] and set legally-binding [[mandate|mandates]], which, if not met, will upset them, such that they will punish your dwarves for &amp;quot;oath-breaking&amp;quot; if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[Zone#Quality_and_value|room]]s and other personal possessions, such as [[cabinet]]s and [[armor stand]]s, and some of them are pretentious and do not want a lower-rank dwarf to have a better room than them.&lt;br /&gt;
&lt;br /&gt;
If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a leader, especially a popular one like an elected [[mayor]], may cause grief among the general populace, and may have additional consequences due to how leaders are chosen. Hereditary noble titles are not succeeded by dwarves in your fortress. A fortress lacking a mayor or an expedition leader will be temporarily unable to appoint new administrators manually until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other [[Site|sites]] in the [[Civilization#Mountain|dwarven kingdom]]. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. There is no further benefit to having multiple land-holders, so in the event you happen to have multiple [[baron]]s or similar, it may be more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that office-holders, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
Outside your fortress, positions such as the [[general]] and [[outpost liaison]] are also types of administrators that attend to national affairs, answering to the [[monarch]] of each dwarven civilization. [[Human|Humans]], [[Elf|elves]] and [[goblin|goblins]] have nobles of their own, with some of the positions of their [[civilization|civilizations]] being exclusive to them, such as human law-giver and elven [[druid|druids]]. Humans and goblins are able to procedurally generate their government during world generation, with law-making officials able to create new positions for any number of reasons. While civilized, [[kobold|kobolds]] and subterranean [[animal people]] have no need for nobles or organized governments.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position or the land name (like barony), with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
An [[expedition leader]] will be automatically selected at embark. With an expedition leader, the following positions can be assigned: [[bookkeeper]], [[broker]], [[chief medical dwarf]], [[hammerer]], [[manager]], [[militia commander]], and [[sheriff]]. With a militia commander, [[militia captain]]s can be assigned to lead other [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Once the fortress population reaches 50, a [[mayor]] will be automatically elected (replacing the expedition leader). Once a mayor has been elected, the [[captain of the guard]] (replacing the sheriff) and [[dungeon master]] positions can also be assigned, in addition to those available with an expedition leader.&lt;br /&gt;
&lt;br /&gt;
Landholding nobles have triggers defined in the [[Difficulty#Land_holder|difficulty settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! '''Land Holder'''&lt;br /&gt;
! '''Population'''&lt;br /&gt;
! '''Created Wealth'''&lt;br /&gt;
! '''Exported Wealth'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[general]] arrives alongside the [[monarch]] (except when a fortress citizen or resident inherits the monarchy{{bug|11717}}).&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values, see: [[Zone#Quality_and_value|Zone quality and value]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads.&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No (functional) privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the nobles screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the Mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, the outpost liason will not offer elevation again. There is no guarantee your fortress will receive a successor, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available. For the Baron, Count, and Duke these values come from the [[Position_token#LAND_HOLDER|land holder]] [[difficulty]] settings instead of the raws.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist. Positions are sorted by their precedence in the nobles screen, with more important dwarves sorted above lower ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Position'''&lt;br /&gt;
! width=5% | '''#'''&lt;br /&gt;
! '''Squad'''&lt;br /&gt;
! width=5% | '''Spouse'''&lt;br /&gt;
! width=5% | '''Heir'''&lt;br /&gt;
! '''Appointed By'''&lt;br /&gt;
! '''Replaced By'''&lt;br /&gt;
! width=5% | '''Pop Req'''&lt;br /&gt;
! width=7% | '''Wealth Req'''&lt;br /&gt;
! width=5% | '''Elected'''&lt;br /&gt;
! '''Lazy'''&lt;br /&gt;
! width=5% | '''Immunity'''&lt;br /&gt;
! width=5% | '''Econ Exempt'''&lt;br /&gt;
! width=5% | '''Military Screen Only'''&lt;br /&gt;
! '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Armok]] himself&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointing Administrators==&lt;br /&gt;
Appointed positions are chosen by the player via the nobles and administrators menu {{menu icon|n}} (representing them being appointed by higher-ranking leaders; see below). There are certain [[skill|skills]] that are relevant for each administrator's responsibilities, and not all dwarves will gain experience in the given skill. Some dwarves will never gain experience in certain [[social skill|social skills]], this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of [[Personality facet|traits]] for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing administrators.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager|managers]] use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker|brokers]] most critically use the [[judge of intent]] and [[appraiser]] skill, with other [[social skill|social skills]] moderately useful in negotiating deals.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper|bookkeepers]] have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a leader, the new orders don't just descend from on high - instead, a higher-ranking official will actually appoint someone to the position. All appointed positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission|missions]] before any appointments can be made. If your fort doesn't have the relevant higher-ranking official [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
= General nobility mechanics =&lt;br /&gt;
The nobles in your own fortress and your civilization, as well as other types of civilizations, use a standardized set of mechanics. These may be seen in the [[elves]], [[humans]] or [[goblins]] or in [[Entity token|modded civilizations]].&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
''Main article:'' [[Advanced Entity Position Mechanics]]&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the {{token|SITE|po}} tag are site-level, those without it are civ-level.  These types of nobles can be regarded as separate systems. There is however some limited interaction possible: civ-level nobles can appoint site-level positions. They cannot succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of Fortress mode, the game will always attempt to assign nobles whenever possible (except for those with {{token|NUMBER|po|AS_NEEDED}}).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
* Nobles with {{token|APPOINTED_BY|po|position}}require a noble of the designated position.&lt;br /&gt;
* Nobles with {{token|REQUIRES_POPULATION|po}} require the population to have a specific size.&lt;br /&gt;
* Nobles with {{token|REQUIRES_MARKET|po}} will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types). A player fortress is always considered as having a market, thus this requirement is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created. In worldgen, there is no functional difference between {{token|ELECTED|po}} and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the {{token|SUCCESSION|po}} tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of {{token|SUCCESSION|po|BY_POSITION}}, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
{{token|REPLACED_BY|po|position}} means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa. Only for replacement in the landholders-chain is the current holder promoted to the next position.&lt;br /&gt;
&lt;br /&gt;
These rules are mostly followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with {{token|MILITARY_GOALS|po}} after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level {{token|LAW_MAKING|po}} position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders and Positions ==&lt;br /&gt;
''Main article:'' [[Position_token#Why won't my positions appear?|Why won't my positions appear?]]&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - {{token|LAND_HOLDER|po}}, {{token|REQUIRES_POPULATION|po}}, {{token|APPOINTED_BY|po}}, {{token|ELECTED|po}}, and {{token|REPLACED_BY|po}}. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [LAND_HOLDER] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is [REPLACED_BY] it. A non-[LAND_HOLDER] position that is [REPLACED_BY] a [LAND_HOLDER] position will never appear. With this list compiled, the game culls all positions that are [REPLACED_BY] another eligible position, and then culls all positions that have the [APPOINTED_BY] token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the [ELECTED] token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be [APPOINTED_BY] another position or [ELECTED].&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. [APPOINTED_BY] positions must be appointed by another position already in your fortress, or a civ-level position. Only [LAND_HOLDER] positions may be appointed by civ-level positions. [LAND_HOLDER] positions that are [APPOINTED_BY] civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.&lt;br /&gt;
{{old|v=50.01}}&lt;br /&gt;
If a fortress meets the [LAND_HOLDER_TRIGGER] for a new [LAND_HOLDER] tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that [LAND_HOLDER] level. Each time they appear, the outpost liaison will only promote your fortress one tier up the [LAND_HOLDER] track. The biggest problem with this system is that you may set your [LAND_HOLDER_TRIGGERS] such that you are eligible for the first tier of [LAND_HOLDER] positions at embark. If you are eligible for the first tier of [LAND_HOLDER] positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}} (Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
* If your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}}&lt;br /&gt;
* New mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time, but it might take a while, and in the meantime, you won't be able to appoint certain nobles. {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
The [[Monarch]], [[Baron]], [[Count]] and [[Duke]] cannot be assigned as military commander, because of their succession-rules.&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;all&amp;lt;/s&amp;gt; many players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|center|A human noble from times past.&amp;lt;br&amp;gt;Jacques Callot (1620-1623)]]&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317518</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317518"/>
		<updated>2026-07-04T14:55:32Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:noble_icon_preview.png|right]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal}}&lt;br /&gt;
'''Nobles''' and '''administrators''' are [[Dwarf|dwarves]] elevated to a position of rule over your fortress. Administrators perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]]. An [[expedition leader]] or a [[mayor]] provides a critical happiness bonus to unhappy and [[stress|stressed]] dwarves, who will yell at or cry on &amp;quot;someone in charge&amp;quot;, and is also responsible for interacting with [[outpost liaison|outpost liaisons]].&lt;br /&gt;
&lt;br /&gt;
Certain offices are automatically [[elected]] by your fortress's citizenry, rising to ranks mostly outside of the player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrators are colloquially known as &amp;quot;utility nobles&amp;quot;, and internally both are a type of [[position token|position]].&lt;br /&gt;
&lt;br /&gt;
Developed fortresses are offered the privilege of elevating a dwarf to a noble title, allowing the dwarven [[caravan]] the luxury of trading with high-capacity [[wagon|wagons]]. This is an optional victory goal of [[Fortress mode]], and a fortress that chooses this path and produces enough wealth will see their chosen noble climb the echelons of society, all the way to attracting the reigning [[monarch]].&lt;br /&gt;
&lt;br /&gt;
Higher-rank office-holders, such as nobles and the [[mayor]], can make [[demand|demands]] and set legally-binding [[mandate|mandates]], which, if not met, will upset them, such that they will punish your dwarves for &amp;quot;oath-breaking&amp;quot; if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[Zone#Quality_and_value|room]]s and other personal possessions, such as [[cabinet]]s and [[armor stand]]s, and some of them are pretentious and do not want a lower-rank dwarf to have a better room than them.&lt;br /&gt;
&lt;br /&gt;
If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a leader, especially a popular one like an elected [[mayor]], may cause grief among the general populace, and may have additional consequences due to how leaders are chosen. Hereditary noble titles are not succeeded by dwarves in your fortress. A fortress lacking a mayor or an expedition leader will be temporarily unable to appoint new administrators manually until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other [[Site|sites]] in the [[Civilization#Mountain|dwarven kingdom]]. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. There is no further benefit to having multiple land-holders, so in the event you happen to have multiple [[baron]]s or similar, it may be more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that office-holders, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
Outside your fortress, positions such as the [[general]] and [[outpost liaison]] are also types of administrators that attend to national affairs, answering to the [[monarch]] of each dwarven civilization. [[Human|Humans]], [[Elf|elves]] and [[goblin|goblins]] have nobles of their own, with some of the positions of their [[civilization|civilizations]] being exclusive to them, such as human law-giver and elven [[druid|druids]]. Humans and goblins are able to procedurally generate their government during world generation, with law-making officials able to create new positions for any number of reasons. While civilized, [[kobold|kobolds]] and subterranean [[animal people]] have no need for nobles or organized governments.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position or the land name (like barony), with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
An [[expedition leader]] will be automatically selected at embark. With an expedition leader, the following positions can be assigned: [[bookkeeper]], [[broker]], [[chief medical dwarf]], [[hammerer]], [[manager]], [[militia commander]], and [[sheriff]]. With a militia commander, [[militia captain]]s can be assigned to lead other [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Once the fortress population reaches 50, a [[mayor]] will be automatically elected (replacing the expedition leader). Once a mayor has been elected, the [[captain of the guard]] (replacing the sheriff) and [[dungeon master]] positions can also be assigned, in addition to those available with an expedition leader.&lt;br /&gt;
&lt;br /&gt;
Landholding nobles have triggers defined in the [[Difficulty#Land_holder|difficulty settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! '''Land Holder'''&lt;br /&gt;
! '''Population'''&lt;br /&gt;
! '''Created Wealth'''&lt;br /&gt;
! '''Exported Wealth'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[general]] arrives alongside the [[monarch]] (except when a fortress citizen or resident inherits the monarchy{{bug|11717}}).&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values, see: [[Zone#Quality_and_value|Zone quality and value]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads.&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No (functional) privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the nobles screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the Mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, the outpost liason will not offer elevation again. There is no guarantee your fortress will receive a successor, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available. For the Baron, Count, and Duke these values come from the [[Position_token#LAND_HOLDER|land holder]] [[difficulty]] settings instead of the raws.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist. Positions are sorted by their precedence in the nobles screen, with more important dwarves sorted above lower ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Position'''&lt;br /&gt;
! width=5% | '''#'''&lt;br /&gt;
! '''Squad'''&lt;br /&gt;
! width=5% | '''Spouse'''&lt;br /&gt;
! width=5% | '''Heir'''&lt;br /&gt;
! '''Appointed By'''&lt;br /&gt;
! '''Replaced By'''&lt;br /&gt;
! width=5% | '''Pop Req'''&lt;br /&gt;
! width=7% | '''Wealth Req'''&lt;br /&gt;
! width=5% | '''Elected'''&lt;br /&gt;
! '''Lazy'''&lt;br /&gt;
! width=5% | '''Immunity'''&lt;br /&gt;
! width=5% | '''Econ Exempt'''&lt;br /&gt;
! width=5% | '''Military Screen Only'''&lt;br /&gt;
! '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Armok]] himself&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointing Administrators==&lt;br /&gt;
Appointed positions are chosen by the player via the nobles and administrators menu {{menu icon|n}} (representing them being appointed by higher-ranking leaders; see below). There are certain [[skill|skills]] that are relevant for each administrator's responsibilities, and not all dwarves will gain experience in the given skill. Some dwarves will never gain experience in certain [[social skill|social skills]], this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of [[Personality facet|traits]] for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing administrators.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager|managers]] use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker|brokers]] most critically use the [[judge of intent]] and [[appraiser]] skill, with other [[social skill|social skills]] moderately useful in negotiating deals.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper|bookkeepers]] have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a leader, the new orders don't just descend from on high - instead, a higher-ranking official will actually appoint someone to the position. All appointed positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission|missions]] before any appointments can be made. If your fort doesn't have the relevant higher-ranking official [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
= General nobility mechanics =&lt;br /&gt;
The nobles in your own fortress, your civilization, as well as other types of civilizations use a standardized set of mechanics. These may be seen in the [[elves]], [[humans]] or [[goblins]] or in [[Entity token|modded civilizations]].&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
''Main article:'' [[Advanced Entity Position Mechanics]]&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the {{token|SITE|po}} tag are site-level, those without it are civ-level.  These types of nobles can be regarded as separate systems. There is however some limited interaction possible: civ-level nobles can appoint site-level positions. They cannot succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of Fortress mode, the game will always attempt to assign nobles whenever possible (except for those with {{token|NUMBER|po|AS_NEEDED}}).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
* Nobles with {{token|APPOINTED_BY|po|position}}require a noble of the designated position.&lt;br /&gt;
* Nobles with {{token|REQUIRES_POPULATION|po}} require the population to have a specific size.&lt;br /&gt;
* Nobles with {{token|REQUIRES_MARKET|po}} will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types). A player fortress is always considered as having a market, thus this requirement is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created. In worldgen, there is no functional difference between {{token|ELECTED|po}} and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the {{token|SUCCESSION|po}} tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of {{token|SUCCESSION|po|BY_POSITION}}, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
{{token|REPLACED_BY|po|position}} means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa. Only for replacement in the landholders-chain is the current holder promoted to the next position.&lt;br /&gt;
&lt;br /&gt;
These rules are mostly followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with {{token|MILITARY_GOALS|po}} after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level {{token|LAW_MAKING|po}} position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders and Positions ==&lt;br /&gt;
''Main article:'' [[Position_token#Why won't my positions appear?|Why won't my positions appear?]]&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - {{token|LAND_HOLDER|po}}, {{token|REQUIRES_POPULATION|po}}, {{token|APPOINTED_BY|po}}, {{token|ELECTED|po}}, and {{token|REPLACED_BY|po}}. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [LAND_HOLDER] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is [REPLACED_BY] it. A non-[LAND_HOLDER] position that is [REPLACED_BY] a [LAND_HOLDER] position will never appear. With this list compiled, the game culls all positions that are [REPLACED_BY] another eligible position, and then culls all positions that have the [APPOINTED_BY] token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the [ELECTED] token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be [APPOINTED_BY] another position or [ELECTED].&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. [APPOINTED_BY] positions must be appointed by another position already in your fortress, or a civ-level position. Only [LAND_HOLDER] positions may be appointed by civ-level positions. [LAND_HOLDER] positions that are [APPOINTED_BY] civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.&lt;br /&gt;
{{old|v=50.01}}&lt;br /&gt;
If a fortress meets the [LAND_HOLDER_TRIGGER] for a new [LAND_HOLDER] tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that [LAND_HOLDER] level. Each time they appear, the outpost liaison will only promote your fortress one tier up the [LAND_HOLDER] track. The biggest problem with this system is that you may set your [LAND_HOLDER_TRIGGERS] such that you are eligible for the first tier of [LAND_HOLDER] positions at embark. If you are eligible for the first tier of [LAND_HOLDER] positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}} (Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
* If your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}}&lt;br /&gt;
* New mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time, but it might take a while, and in the meantime, you won't be able to appoint certain nobles. {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
The [[Monarch]], [[Baron]], [[Count]] and [[Duke]] cannot be assigned as military commander, because of their succession-rules.&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;all&amp;lt;/s&amp;gt; many players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|center|A human noble from times past.&amp;lt;br&amp;gt;Jacques Callot (1620-1623)]]&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smilodon&amp;diff=317455</id>
		<title>Smilodon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smilodon&amp;diff=317455"/>
		<updated>2026-07-03T16:27:52Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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The Smilodon, (also known as a Saber-Tooth Tiger, Saber-Tooth Cat or just Saber-Cat, though not ever referred to as any of these in-game) is a large, extinct carnivorous feline from the Pleistocene. Alongside other real-world extinct animals, they must be enabled during world creation to appear.&lt;br /&gt;
&lt;br /&gt;
It happens that some dwarves may [[preferences|like]] the Smilodon for its ''gigantic eye teeth'' and ''spots'', and that their offspring are called '''smilodon cubs'''.&lt;br /&gt;
&lt;br /&gt;
Smilodons seem to be mostly solitary, however, they are very dangerous even alone. Taming and capturing a Smilodon may be extremely beneficial, as they make for great war beasts. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ice_wolf&amp;diff=317438</id>
		<title>Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ice_wolf&amp;diff=317438"/>
		<updated>2026-07-03T15:21:36Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: clarify, so that any future poor soul who stumbles across this need not be entirely confused&lt;/p&gt;
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|meat=12&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|wiki=Winter wolf&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Ice wolves''' are [[evil]]-aligned versions of the common [[wolf]] who can be found in evil [[tundra]]s and [[glacier]]s. They are almost identical to their non-icy counterparts, save for their coloration and for being 10,000 cm³ larger, coming close to the size of an adult [[dwarf]]. This makes them potentially dangerous to civilians, though an equipped [[military]] squad will make short work of them. &lt;br /&gt;
Ice wolves possess a [[pet]] value of 50, but lack the necessary tokens to be [[Animal trainer|trainable]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] ice wolves for their ''piercing howls''.&lt;br /&gt;
&lt;br /&gt;
[[File:ice_wolf.png|thumb|380px|center|Very cold-hearted. Its howl will chill you to the bone.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: A Song of Ice and Fire --&amp;gt;&lt;br /&gt;
Ice wolves have a chance to [[pet|adopt]] [[humans]] with no [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Earlier flatus-related wiki vandalism --&amp;gt;&lt;br /&gt;
[[Gremlin]]s, instead, prefer ice wolves for their [[Miasma|''piercing farts'']].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Parasaurolophus&amp;diff=317420</id>
		<title>Parasaurolophus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Parasaurolophus&amp;diff=317420"/>
		<updated>2026-07-03T11:18:55Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: unscrew unattended grammatical nonsense&lt;/p&gt;
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'''Parasaurolophus''' are huge bipedal [[creature]]s found in [[Surroundings#Savage|savage]] [[Wetland|temperate freshwater marshes]] and [[Forest|temperate broadleaf forest]]s, appearing in herds of 3-5. They are benign herbivores, that will nonetheless wipe out any dwarves not prepared for their wrath, if provoked. While [[Extinction#Extinct creatures|extinct]] in real life, their appearance is dependent on the settings chosen when [[World generation#Real world extinct creatures|creating a world]]. They are one of the few creatures who emit [[noise]]s in [[adventurer mode]] (along with the [[capybara]] and [[kakapo]]), making toots and soft blowing sounds when relaxed, and harsh whistles when alarmed. A young parasaurolophus is called a ''hatchling'' even though they lack the token to lay eggs. (Their real-life counterparts were prolific egg layers, so this might not be intentional.)&lt;br /&gt;
&lt;br /&gt;
Parasaurolophii can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s. They can be further trained into war beasts; their bulk, quick maturity rate, rapid growth, and lack of [[Grazer|grazing token]] make them a fantastic alternative to [[rhinoceros]]es and [[elephant]]s. These same reasons also make them a good choice for a [[meat industry]]. Parasaurolophus become adults after 1 year and reach their full size after 2.&lt;br /&gt;
&lt;br /&gt;
Parasaurolophus may appear with caravans as pack animals, or with [[siege]]s as exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] parasaurolophus for their ''crests''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ice_wolf&amp;diff=317363</id>
		<title>Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ice_wolf&amp;diff=317363"/>
		<updated>2026-07-02T21:08:56Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=ice_wolf_sprites.png&lt;br /&gt;
|portrait=ice_wolf_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=12-16&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|wiki=Winter wolf&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Ice wolves''' are [[evil]]-aligned versions of the common [[wolf]] who can be found in evil [[tundra]]s and [[glacier]]s. They are almost identical to their non-icy counterparts, save for their coloration and for being 10,000 cm³ larger, coming close to the size of an adult [[dwarf]]. This makes them potentially dangerous to civilians, though an equipped [[military]] squad will make short work of them. &lt;br /&gt;
Ice wolves possess a [[pet]] value of 50, but lack the necessary tokens to be [[Animal trainer|trainable]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] ice wolves for their ''piercing howls''.&lt;br /&gt;
&lt;br /&gt;
[[File:ice_wolf.png|thumb|380px|center|Very cold-hearted. Its howl will chill you to the bone.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: A Song of Ice and Fire --&amp;gt;&lt;br /&gt;
Ice wolves have a chance to [[pet|adopt]] [[humans]] with no [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Earlier wiki vandalism --&amp;gt;&lt;br /&gt;
[[Gremlin]]s, instead, prefer ice wolves for their [[Miasma|''piercing farts'']].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=317361</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=317361"/>
		<updated>2026-07-02T20:49:31Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Troubleshooting */&lt;/p&gt;
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{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a &amp;quot;moody&amp;quot; dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.&lt;br /&gt;
&lt;br /&gt;
Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], but will not pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain a large amount of [[experience]] in one skill, and then return to life as normal, but usually now with much greater skills. The &amp;quot;possessed&amp;quot; mood is the exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below. While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it (aborting the current [[job]]), and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop either does not exist or is inaccessible (e.g. due to being outside of the dwarf's assigned burrows, or simply being behind a locked door). (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact (while respecting burrow restrictions, if assigned to an active burrow). If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required. Important Note: They will only collect these materials in the order that they require them. In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction. Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain several levels in that skill (unless the mood type is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These strange moods may also fail, not producing an artifact and leaving the dwarf insane. When successful, these events are a primary source of non-player artifacts that are scattered across the outside world when the world generation ends. They have the same properties and quality as any artifact your fortress can produce, and may be stolen or pillaged just like any other non-player artifact (see [[Mission]]).&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants 20,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Legendary status. The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.) If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want. Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it. This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While what is considered &amp;quot;best&amp;quot; is very subjective, the moodable skills can be broken down into tiers of relative utility, based on the potential artifacts created and the needs and goals of a fortress.&lt;br /&gt;
&lt;br /&gt;
Note that, in addition to an artifact, the mood will raise the dwarf to Legendary in the chosen skill (except for &amp;quot;possessed&amp;quot; moods); often, this high skill level is (from a practical standpoint) far more valuable than the artifact produced, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, hoping they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] – One of the two &amp;quot;best&amp;quot; skills for strange moods. While a moody dwarf might create a questionable lead spear or lightweight aluminum mace, with a little manipulation you can at least make sure the item is of a [[weapons-grade]] material, although (without a specific [[preference]]) they could still produce a non-dwarf weapon.  And, typically, just one Legendary weaponsmith can produce all the masterwork weapons a fortress needs.&lt;br /&gt;
* [[Armorsmith]] – The other &amp;quot;top&amp;quot; skill, having a decent chance to create something with exceptional value for your military (or at least one member of it). However, while a single legendary weaponsmith can quickly outfit a squad, armor requires 5-8* items for each military dwarf, requiring multiple armorsmiths to finish the job in any reasonable time. Similar to weapons, this skill requires manipulating available material to avoid getting [[Armor#Material|soft]], useless copper, gold or lead [[armor]] pieces. Additionally, artifact boots and gauntlets are created individually, rather than as normal in pairs. Good luck.&lt;br /&gt;
:: ''(* At end-game, a &amp;quot;full&amp;quot; suit of armor consists of a helm (1), chain shirt ''plus'' breastplate (2,3), gauntlets (4), chain leggings ''plus'' greaves (5,6), high boots (7), and (for melee) a metal shield (for both durability and extra bashing damage) (8).  And if you don't have enough steel early on, then you get to to it more than once to replace the bronze/iron suits you made earlier.)''&lt;br /&gt;
* [[Mechanic]] - A close top contender for both the artifact mechanism created and for the legendary skill's reliability and usefulness – a mechanism's [[quality]] directly impacts a trap's chance to hit its target, and an artifact lever or trap will make a room's value skyrocket (even if unlinked!). Note that, despite popular belief, traps made with artifact mechanisms still have a 50% chance to jam when they directly kill a creature ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/]).&lt;br /&gt;
* [[Furniture]]-making skills (i.e. [[Mason]], [[Miner]], [[Carpenter]], [[Blacksmith]], [[Glassmaker]]) – Artifact furniture is unbreakable by building destroyers and provides otherwise-impossible fortress defense options. For example, a dwarf with a [[preference]] for '''doors''', '''hatches''', or '''floodgates''' will always produce that item as their artifact, which can then be locked against [[building destroyer|many enemies]] that would otherwise break through. Similar to mechanisms, it can provide a huge boost to a room's value, and placing an artifact item where all can pass by to admire it will be good for general morale. Carpenters and Blacksmiths have a (low) chance to produce [[bucket]]s, which can be used in various work stations or a [[well]]. Glassmakers can produce [[trap component]]s, which might rate them higher on the list were it not for their chance to also produce &amp;lt;s&amp;gt;useless&amp;lt;/s&amp;gt; pretty crafts - but don't forget about [[display furniture]]!&lt;br /&gt;
:* Note that Miners are treated the same as [[Mason]]s, both of whom will produce rock furniture (which is a remnant from when &amp;quot;Mason&amp;quot; was the professional name for a current [[Stone carver|Stone Carver]]). Also note that both [[Stonecutter]]s and [[Engraver]]s only produce (relatively useless) [[craft]]s while moody (see below). &lt;br /&gt;
&lt;br /&gt;
The remaining skills are ''quite'' odds-against to produce something truly useful, although a (single?) legendary skill can still be a nice fit in most fortresses. Chances are they will produce items only useful to display or for one dwarf to wear, as there's only a small chance of creating a truly useful and valuable item.&lt;br /&gt;
* [[Bowyer]] – While moody Bowyers can create artifact wood/bone [[crossbow]]s of great accuracy, they also have an equal chance to produce an artifact [[blowgun]] or [[bow]], neither of which are native dwarf weapons, and neither of which have ammo that can be made by dwarves (without [[mod]]ding). Also, even artifact wooden crossbows make for poor melee weapons, should it come to your marksdwarf defending themself in that way, so the skill falls well below the metal equivalent weaponsmith.&lt;br /&gt;
* [[Metal crafter]], [[Gem cutter]], [[Gem setter]] – Metal Crafters can produce [[chain]]s, which can be used in the creation of a [[well]], or used to make a [[prison]] cell high value. Gem Cutters and Setters can produce furniture made solely of gems, which is otherwise impossible. However, each of these skills will most likely create a [[craft]] (Gem Cutters and Setters, notably, have a 50% chance to create a [[Gem#Large gems and crafts|perfect gem]] instead of anything else).&lt;br /&gt;
* Other &amp;quot;armormakers&amp;quot; (i.e. [[Leatherworker]], [[Tanner]], [[Bone carver]]) – Shields can be made by Leatherworkers or Tanners, and all listed skills can create artifact leather/bone armor pieces, which could be better-suited for Marksdwarves (who ''usually'' avoid close-combat) or, better yet, [[Hunter]]s. However, both usually create normal clothing, mentioned next. Also note that a legendary Tanner only works faster, as tanned hides have no [[quality]] attached to them.&lt;br /&gt;
* [[Clothier]], [[Weaver]] – While these dwarves ''might'' create an artifact [[rope]], which is useful for a [[well]] or [[prison]], they are far more likely to create clothing, which can only be worn by a single dwarf (and, without significant manipulation, a random one). [[Adamantine]] clothing, however, is extraordinarily useful (especially [[cloak]]s). Such garments provide meaningful protection and can be assigned to military, and (unlike normal Adamantine clothing) are rendered immune to [[wear]] due to their status as an artifact.&lt;br /&gt;
* Craft-producers (i.e. [[Engraver]], [[Stone crafter|Stone Crafter]], [[Stonecutter]], [[Wood crafter|Wood Crafter]]) – These skills lack any chance for significantly useful artifacts which the other craft-producing skills possess (specifically [[Metal crafter]], [[Glassmaker]], [[Bone carver]], [[Gem cutter]], and [[Gem setter]]), producing ''only'' [[craft]]s, surprisingly valuable trinkets in the form of amulets, totems, rings, figurines, or (at best?) crowns, which at least ''sound'' impressive.  However, even these can be placed in a [[display furniture|display case]] to improve room value, so may (depending on your view) not be a complete loss.&lt;br /&gt;
** [[Peasant]]s, defined here as having no [[moodable]] skill, always produce from the &amp;lt;u&amp;gt;crafts&amp;lt;/u&amp;gt; list. Therefore, it's always a good idea to have every newly-arrived &amp;quot;peasant&amp;quot; ''(looking at you, Urist McPotashMaker!)'' craft at least just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
=== Matching moodable skills to dwarves ===&lt;br /&gt;
When you have a dwarf with no moodable skill (see [[moodable|above]]) who is randomly struck by a mood, they will produce only a [[craft]] item - a ring, a figurine, something of relatively low value (as far as artifacts go) and little utility (aside from possibly increasing room value). And they will become a Legendary Craftsdwarf, which itself is fairly useless (unless you have decided to [[trade]] only crafts - good luck with that). However, by ordering that peasant to complete just one task in a moodable skill, that now &amp;quot;[[Experience#Reported_Experience|dabbling]]&amp;quot; skill qualifies them as having ''that'' skill for the purposes of a mood. And, as discussed in the previous section, some skills are ''much'' better than others (and almost anything is better than &amp;quot;crafting&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
But which skill to assign to a given dwarf? This could be a long and debatable discussion, but, basically, there are only a few considerations.&lt;br /&gt;
&lt;br /&gt;
The first is time vs. enjoyment. You can skip the extra bother and micro-management, and simply assign [[peasant]]s with whatever moodable skills you feel you need, stacking the odds (and praying to the RNG gods) that one of them will be taken with a mood, and not that Legendary [[tanner]] that wandered in with the last [[migration]] wave.  Nothing wrong with that, gets the job done at a basic level.&lt;br /&gt;
&lt;br /&gt;
The others considerations involve taking the time to look at all your dwarves' [[preference]]s*, and matching skills with preferences that compliment them, both to boost that final product with normal production, and possibly to manipulate the artifact that a mood will produce.  Sometimes the normal items produced are more important than the potential artifact, sometimes the reverse, and sometimes the legendary skill is what matters most to you - each fortress and player's game style are different, and should be!&lt;br /&gt;
&lt;br /&gt;
: ''(* Fan-based utilities such as [[Dwarf therapist|Dwarf Therapist]] can be extremely helpful and time-saving for such in-depth analysis of your dwarves)''&lt;br /&gt;
&lt;br /&gt;
For the latter, the artifact itself, it's largely a matter of looking for desired &amp;lt;u&amp;gt;item&amp;lt;/u&amp;gt; preferences (e.g. a specific weapon, or piece of armor or furniture) rather than material preferences (e.g. a stone or metal). A moody dwarf will (almost?) always produce an artifact from their preference list, if appropriate to their highest moodable skill. So, choosing a Weaponsmith with a preference for [[battle axe]]s will produce a ''much'' better artifact than one with a preference for foreign [[blow gun]]s.  And a Stone Carver with a preference for blow guns and [[table]]s will make the furniture and not the weapon (and one ''without'' the table preference will at least make a random piece of artifact furniture!) - and so on.&lt;br /&gt;
&lt;br /&gt;
Additionally, for purposes of normal item production, it has been observed that a preference gives ''approximately'' the rough equivalent of about four (4) [[Experience#Reported_Experience|skill levels]] - more or less. So, for example, a no-skill peasant with a preference for maces will turn out any mace as if they were ''about'' a Level 4 weaponsmith. A peasant with a preference for iron will turn out ''any'' iron item similarly, as if they were a Level 4 weaponsmith, armorsmith, blacksmith, or metal crafter (as appropriate to the item produced).  A peasant with a preference for both iron ''and'' maces will turn out any iron item ''or'' any mace as if they were level 4 in that skill, and will turn out iron maces as if they were about Level 8 - which means an almost guaranteed *iron mace* (or better!). ''Plus''... as they skill up, they keep producing at about +8 above their current level!&lt;br /&gt;
&lt;br /&gt;
This careful matching has significance at three levels. First, for producing the one item for a &amp;quot;dabbling&amp;quot; skill level, that item has a good chance to be better than &amp;quot;no [[quality]]&amp;quot; - which is not necessarily by itself a game winner, but a nice thing nonetheless.  And if it's the difference between arming a dwarf with a &amp;quot;battle axe&amp;quot; vs. a &amp;quot;+battle axe+&amp;quot;, that could easily be the difference between a dwarf losing or winning their first combat - so, sure, and thank you!&lt;br /&gt;
&lt;br /&gt;
Taken a step further, if you decide to have that dwarf pursue that skill and that preference, over a dozen or three items produced you will start to have your pick of the best, and those +items+ (and a few *items*!) will start to add up quickly, far faster than without that preference. Lastly, with a mood and the accompanying legendary skill, top quality ☼Masterful Items☼ will become expected rather than occasional, which is the goal, especially with armor, weapons, beds and certain other furniture, etc.&lt;br /&gt;
&lt;br /&gt;
Thus, material preferences like steel, or a common stone, or even a locally grown [[textile]], can become very significant if matched to a lucky mood skill. As can an item preference such as a preferred weapon or armor piece. Artifact furniture cannot be removed by [[building destroyer]]s, giving artifact doors, hatches and floodgates special strategic value.  The larger your collection of artifact items, the bigger their effect on the health and success of your fortress. &lt;br /&gt;
&lt;br /&gt;
You can also change a current moodable skill to a preferable one with enough effort. Sometimes this is an easy decision - if a migrating dwarf with a preference for &amp;quot;steel + breastplates&amp;quot; arrives with Level 1 in [[Weaving]], then, ''maybe''... '''''yes!''''', powering through 19 armorsmithing tasks (possibly making steel breastplates?), to achieve the [[Experience#Reported Experience|experience for Level 2]], may be worth the effort. &lt;br /&gt;
&lt;br /&gt;
It's also important to then NOT allow those dwarves to gain &amp;quot;too much&amp;quot; experience in another moodable skill. Make sure to turn OFF (and not turn ON) any such under [[labor]]s. Once [[guild]]s start to appear, be careful of ones that might teach moodable skills via [[demonstration]]s; consider using wide-spread [[burrow]]s to keep select dwarves out (or in, if those are skills you ''want'' them to learn!). &lt;br /&gt;
&lt;br /&gt;
Of course, this has to be balanced against your fortress's current skills, the number of each current moodable skills among your dwarves, and so forth. It's not a tactic for everyone, but it can make a big difference in skills and artifacts if you're willing to invest the time.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's [[profile]]. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need. Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, and then only while the dwarf is waiting inside it. More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available. (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project. If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact. No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then approach and ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate target is defenseless against being killed on the spot – no ambush or fight is involved, just walking up to them, killing them, and dragging their corpse to the workshop, done deal. Once the artifact (a bone craft or leather garment/item) is completed, the fell dwarf will become a highly skilled [[bone carver]] or [[leatherworker]]. &lt;br /&gt;
&lt;br /&gt;
Only highly [[stress]]ed dwarves may enter a fell mood, so a universally content fortress need not worry about this grim prospect.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. There will be no body to be found, so [[slab|steps]] must be taken to avoid a [[ghost]].  If the murder is witnessed (or if the dwarf in fell mood reports themself, somewhat idiotically), the moody dwarf will be subject to dwarven [[justice]] (as the glaring clue of the grisly artifact will apparently not be obvious enough to solve the crime).&lt;br /&gt;
&lt;br /&gt;
Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
It is fairly easy to lock a fell dwarf in their chosen workshop, [[draft]] a selected victim and [[station]] them outside that door, and then unlock the workshop again, thus avoiding a more random selection process. Of course, simply keeping the moody would-be murderer locked in there avoids the entire process, but then that dwarf will go [[insane]], which can be its own problem.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
The fell mood &amp;quot;special ingredient&amp;quot; is not actually limited to dwarves, however. In truth, any intelligent creature can be subjected to the creative imagination of the terrible laughing dwarves. Legends speak of [[werebeast]] attacks being halted by timely appearances of fell dwarves. Indeed, there are even whispers of fell mood dwarves smuggling [[clowns]] from the [[circus]] into their forts to be used in their strange artifice. In cases where an unusual intelligent creature made from a material such as [[vomit]] happens to fall prey to the depredations of a fell dwarf, the resultant crafted object will be selected randomly from the list of craftable [[shell]] items, but will be made from the victim's primary material instead of shell.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only highly [[stress]]ed dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells. [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily. A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[pond turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials (marked with [[File:Icon permanent part.png]]) are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (click to view the contents of the workshop, select the undesired material, and press [[File:Button forbid.png]] to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials. Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available. [[Forbid|Forbidden]] items must be reclaimed ({{menu icon|i|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs. '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with [[File:Icon tasked.png]] next to them in the workshop menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of ''valuable'' materials, instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
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Also a moody dwarf can be assigned to an active burrow (and unassigned from all other burrows), before a workshop has been claimed, and while the moody dwarf might initially go to a workshop outside the burrow (and even enter the center tile of the workshop), the dwarf will then go back to the burrow and claim a workshop there (under the assumption that the burrow has a workshop of the needed type). So stockpiles with high quality materials in a burrow (and the possible moodable workshops) can be prepared ahead of time, to be used in case of strange moods, with about no hassle at all (when a mood strikes a dwarf). Eventhough one might want different burrows for different type of moods (ie. other types of metal bars for armorsmiths and weaponsmiths, then for other moods).&lt;br /&gt;
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The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Macabre&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; broods &amp;quot;Yes. I need &amp;lt;demand&amp;gt;.&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| colspan=2 | rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| colspan=2 | rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| colspan=2 | wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| colspan=2 | metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| colspan=3 | cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| colspan=3 | rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| colspan=2 | raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| colspan=2 | raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| colspan=2 | raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| colspan=2 | bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| colspan=3 | shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| colspan=2 | tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| colspan=2 | plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| colspan=2 | silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| colspan=2 | yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| colspan=2 | body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]]. Moody dwarves demanding rock blocks will also accept [[ceramic]] bricks and blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers or divine metals if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as the 'Goblinite' technique) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select 1-3 vermin remains, stacks of bones, or skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented and it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible creatures ''(see below)'', including those who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – technically, the sum of the game's &amp;quot;itemmade&amp;quot; counters divided by 200, where every item happens to be counted twice. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
First and foremost, only creatures with the {{token|STRANGE_MOODS|c}} token are capable of entering a strange mood. Additionally, they must be a permanent resident of your fortress - visitors are exempt.&lt;br /&gt;
&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of squad leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat, and then wandering off to make a highest-quality craftsdwarfship gabbro scepter, decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not. Children who enter strange moods will usually attempt to create an artifact appropriate for a bone carver, wood crafter, or stonecrafter. They will also gain experience if they complete the artifact, just like an adult dwarf would--unless the mood is a possessed mood, in which case (''as extensively noted above'') they do not. &lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]])&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not increase those skills, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine. The workshop a moody dwarf claims, and thus the resulting artifact they create, will always be based off their highest &amp;lt;u&amp;gt;moodable&amp;lt;/u&amp;gt; skill, not necessarily the highest skill that determines their profession.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves currently under strange moods do not require food, drink, or sleep.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausse, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=4| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausse, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making, while entries with &amp;quot;each&amp;quot; are distinct (e.g. an Armorsmith has 11 item choices, and one of those can turn out to be either a Shield or a Buckler). This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to significantly reduce their [[stress]] over the coming months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged stress. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack everybody in sight. You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a &amp;quot;civil war&amp;quot;, causing your dwarves to begin fighting each other. {{bug|7107}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and they're not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf continuously collects large amounts of cloth&lt;br /&gt;
:'''Solution''': The workshop is within the boundaries of a location (such as a hospital or guild hall). The game is transferring each new collected stack of cloth to the location and not allowing it to be used for the mood. Redesignating the room on which the location is based so as not to contain the workshop (or deleting the room entirely) will allow the moody dwarf to proceed.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* [https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Woolly_mammoth&amp;diff=317351</id>
		<title>Woolly mammoth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Woolly_mammoth&amp;diff=317351"/>
		<updated>2026-07-02T19:22:34Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: add reference&lt;/p&gt;
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'''Woolly mammoths''' are large prehistoric [[creature]]s that are larger than their modern descendants, [[elephant]]s. They are found in [[Surroundings#Savage|savage]] [[tundra]]s and [[Grassland|temperate grassland]]s, appearing in herds of 3-7. They are benign [[grazer]]s that are immensely dangerous if provoked or [[Creature#Agitation|agitated]]. While [[Extinction#Extinct creatures|extinct]] in real life, their appearance is dependent on the settings chosen when [[World generation#Real world extinct creatures|creating a world]]. A young woolly mammoth is called a ''calf''.&lt;br /&gt;
&lt;br /&gt;
Woolly mammoths can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s. Their large size and [[Item value|value multiplier]] make them a good choice for the [[textile industry]], though they grow slowly and consume far more grass than all other shearable options. They, and the [[woolly rhinoceros]], are the only prehistoric animals that can be sheared, and the only shearable animals that can be war trained. They are also the largest shearable creature overall. Woolly mammoths reach their full size after 5 years and become adults after 10 years.&lt;br /&gt;
&lt;br /&gt;
Woolly mammoths may appear as exotic [[mount]]s in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] woolly mammoths for their ''tusks'' and ''wool''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Ice Age' movie franchise--&amp;gt;&lt;br /&gt;
Woolly mammoths have been known to coexist peacefully with [[sloth]]s and [[Smilodon|saber-toothed tigers]], even going as far as to travel in packs together. They are remarkably protective of [[human]] children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smilodon&amp;diff=317346</id>
		<title>Smilodon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smilodon&amp;diff=317346"/>
		<updated>2026-07-02T18:13:39Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: non traditional formatting errors may well have cropped up in this one line - feel free to adjust as necessary.&lt;/p&gt;
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The Smilodon, (also known as a Saber-Tooth Tiger, Saber-Tooth Cat or just Saber-Cat, though not ever referred to as any of these in-game) is a large, extinct carnivorous feline from the Pleistocene. Alongside other real-world extinct animals, they must be enabled during world creation to appear.&lt;br /&gt;
&lt;br /&gt;
Smilodons seem to be mostly solitary, however they are very dangerous even alone. Taming and capturing a Smilodon may be extremely beneficial, as they make for great war beasts. &lt;br /&gt;
&lt;br /&gt;
It happens that some dwarves may [[preferences|like]] the Smilodon for its ''gigantic eye teeth'' and ''spots'', and that their offspring are called '''smilodon cubs'''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Afrovenator&amp;diff=317254</id>
		<title>Afrovenator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Afrovenator&amp;diff=317254"/>
		<updated>2026-07-01T17:16:43Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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'''Afrovenators''' are [[extinct]] megalosaurid theropod dinosaur [[creature]]s from the [[wikipedia:Jurassic|Jurassic]] era, that can be found in [[savage]] versions of [[tropical]] [[shrubland]]s, tropical [[savanna]]s and [[badlands]].&lt;br /&gt;
&lt;br /&gt;
A young afrovenator is called an &amp;quot;afrovenator hatchling&amp;quot;. They are horrendously large, intimidating and deadly dinosaurs with a vicious bite attack, as well as the ability to whip their tails. Their size is slightly less than double that of a [[sperm whale]]. If captured and trained with a high pet value, and are also an [[exotic mount]]. Being reptiles, they are a source of eggs.&lt;br /&gt;
Some [[Dwarf|dwarves]] like afrovenators for their ''graceful movement''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Afrovenator Abakensis by PaleoGeek.jpg|thumb|500px|center|Artist rendition of the creature.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Afrovenator&amp;diff=317253</id>
		<title>Afrovenator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Afrovenator&amp;diff=317253"/>
		<updated>2026-07-01T17:16:16Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Afrovenators''' are [[extinct]] megalosaurid theropod dinosaur [[creature]]s from the [[wikipedia:Jurassic|Jurassic]] era, that can be found in [[savage]] versions of [[tropical]] [[shrubland]]s, tropical [[savanna]]s and [[badlands]].&lt;br /&gt;
  A young afrovenator is called an &amp;quot;afrovenator hatchling&amp;quot;. They are horrendously large, intimidating and deadly dinosaurs with a vicious bite attack, as well as the ability to whip their tails. Their size is slightly less than double that of a [[sperm whale]]. If captured and trained with a high pet value, and are also an [[exotic mount]]. Being reptiles, they are a source of eggs.&lt;br /&gt;
Some [[Dwarf|dwarves]] like afrovenators for their ''graceful movement''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Afrovenator Abakensis by PaleoGeek.jpg|thumb|500px|center|Artist rendition of the creature.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utahraptor&amp;diff=317235</id>
		<title>Utahraptor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utahraptor&amp;diff=317235"/>
		<updated>2026-07-01T16:03:02Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: fix Anon's mangling&lt;/p&gt;
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{{D for dwarf}}&lt;br /&gt;
For many ages, dwarves have quested for the mysterious land of &amp;quot;Utah&amp;quot; that this magnificent creature allegedly hails from. All expeditions to find it have thus far ended in failure, leading many dwarves to now suspect that this mystical realm was nothing more than a myth.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=317076</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=317076"/>
		<updated>2026-07-01T08:55:44Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: fix minor issues (unnecessary uppercase,etc)&lt;/p&gt;
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&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Needed page; Invader creature roster ==&lt;br /&gt;
The page would consist of multiple lists; each of them would have all creatures what certain type of [[Siege]] or [[Ambush]] invaders can field. It would include name, picture, probability of such creature being used on siege, combat role (Soldier/Pet/Mount/exc), size and special qualities (flying, aquatic, immune to whatever, exc). Probably something extra on top of this.&lt;br /&gt;
&lt;br /&gt;
The parts would be:&lt;br /&gt;
# Roster of [[goblin]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[sieges]].&lt;br /&gt;
# Roster of [[human]] [[sieges]].&lt;br /&gt;
# Roster of [[dwarf]] [[sieges]].&lt;br /&gt;
# Roster of [[necromancer]] [[sieges]].&lt;br /&gt;
# Roster of [[bandit]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[ambush]].&lt;br /&gt;
# Roster of [[kobold]] [[ambush]].&lt;br /&gt;
# Roster of [[necromancer]] [[ambush]].&lt;br /&gt;
# Roster of [[Subterranean animal peoples|cavemen]] [[ambush]].&lt;br /&gt;
# Roster of [[werewolf]] attacks.&lt;br /&gt;
# Probably something else what i didn't write yet.&lt;br /&gt;
&lt;br /&gt;
Remember what i can't create pages. So to make it, i would need to write idea there. --[[Special:Contributions/109.62.164.162|109.62.164.162]] 16:45, 1 May 2024 (UTC)&lt;br /&gt;
* As far as i understand, animal must have &amp;quot;Mount&amp;quot;, &amp;quot;Exotic Mount&amp;quot;, or &amp;quot;War Animal&amp;quot; with it. Humans don't ride Exotic Mounts, but can field them as war animals (IDK if they even field them at all - probably not). Elves and Goblins ride Exotic Mounts. Elves and Humans use surface animals, Goblins use subterranean animals, enemy Dwarf sieges use both subterranean and surface. [[Special:Contributions/95.71.85.187|95.71.85.187]] 09:47, 11 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well this aged poorly &lt;br /&gt;
 -- [[User:Antsy555|Antsy555]] ([[User talk:Antsy555|talk]]) 15:38, 18 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
&lt;br /&gt;
''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
&lt;br /&gt;
I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Hello.&lt;br /&gt;
&lt;br /&gt;
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
&lt;br /&gt;
:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
&lt;br /&gt;
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
&lt;br /&gt;
::::Regards,&lt;br /&gt;
&lt;br /&gt;
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements problem ==&lt;br /&gt;
&lt;br /&gt;
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord (again) ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo ==&lt;br /&gt;
&lt;br /&gt;
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ¦¦¦¦¦¦ &lt;br /&gt;
¦      ¦&lt;br /&gt;
¦      ¦&lt;br /&gt;
¦ ¦  ¦ ¦&lt;br /&gt;
▒      ▒&lt;br /&gt;
▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒ ¦¦ ▒▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
   ▒▒▒&lt;br /&gt;
    ▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;br /&gt;
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)&lt;br /&gt;
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 17 December 2022 (UTC)&lt;br /&gt;
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)&lt;br /&gt;
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:15, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wiki tasks ==&lt;br /&gt;
&lt;br /&gt;
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)&lt;br /&gt;
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article  [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New main page gallery images ==&lt;br /&gt;
&lt;br /&gt;
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)&lt;br /&gt;
:What's stopping us from just extracting the sprites?  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)&lt;br /&gt;
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)&lt;br /&gt;
:::Ahhh.  Yeah, i suppose that half of the screenshots should be from Premium.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) &lt;br /&gt;
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)&lt;br /&gt;
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:13, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migration Progress ==&lt;br /&gt;
&lt;br /&gt;
{{User:OddballJoe/Sandbox/MigrationProgress}}&lt;br /&gt;
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal for holistic crafting/construction format changes across the wiki ==&lt;br /&gt;
&lt;br /&gt;
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components (&amp;quot;Rock boulder x1&amp;quot;), product output (&amp;quot;Rock block x4), and workshop of construction (&amp;quot;Stoneworker's Workshop&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items.  When this information does exist, it is typically located inconsistently within the page in-line with narrative text.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steel&amp;quot; on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.&lt;br /&gt;
&lt;br /&gt;
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.&lt;br /&gt;
&lt;br /&gt;
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, parameters for some examples would be:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock Block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Skill used: Stonecrafter&lt;br /&gt;
&lt;br /&gt;
Workshop: Stoneworker's Shop&lt;br /&gt;
&lt;br /&gt;
Required Components: Economic or Non-economic Stone Boulder x1&lt;br /&gt;
&lt;br /&gt;
Resulting Product: Stone Block x4&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Metworker's Shop&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x1&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bridge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x(Variable)&lt;br /&gt;
&lt;br /&gt;
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:&lt;br /&gt;
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.&lt;br /&gt;
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad caching of main page ==&lt;br /&gt;
&lt;br /&gt;
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the &amp;quot;up-to-date&amp;quot; article count as 266, instead of v50.07 and 310. The html shows &amp;quot;Cached 20230205190127&amp;quot;, so it's a 3-day old cached page. It also says &amp;quot;Cache expiry: 3600&amp;quot;, which seems to imply hourly expiry. Maybe adding &amp;lt;nowiki&amp;gt;{{CURRENTHOUR}}&amp;lt;/nowiki&amp;gt; to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Knockout Link ==&lt;br /&gt;
&lt;br /&gt;
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate version links ==&lt;br /&gt;
&lt;br /&gt;
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after &amp;quot;Archives&amp;quot;, which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove the link to Masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:&lt;br /&gt;
# &lt;br /&gt;
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.&lt;br /&gt;
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.&lt;br /&gt;
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.&lt;br /&gt;
&lt;br /&gt;
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;namespace=1000%3B1001&amp;amp;limit=500&amp;amp;days=90&amp;amp;enhanced=1&amp;amp;urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:43, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Category:Game_development maybe? Fits the category of &amp;quot;other&amp;quot;, isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical.  &amp;amp;mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Bug Tracker Link ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mantis Bug Tracker&amp;quot; link on the main page (at the bottom in the &amp;quot;Useful Links&amp;quot; section) is broken, pointing at the old bug reporting page.&lt;br /&gt;
As per the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Kitfox Announcement (from Nov 2023)], it should now be pointing to the page https://dwarffortressbugtracker.com.&lt;br /&gt;
I'd also recommend updating the text of the link from &amp;quot;Mantis Bug Tracker&amp;quot; to just &amp;quot;Bug Tracker&amp;quot; or &amp;quot;Dwarf Fortress Bug Tracker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that I already made this update on the [[Known bugs and issues]] page, it just needs to be propagated to the main page (which I can't do because the main page is locked).&lt;br /&gt;
&lt;br /&gt;
== Remove or Replace Blogs ==&lt;br /&gt;
Both entries ([http://dfstories.com/ Dwarf Fortress Stories], [http://www.bravemule.com/ Bravemule]) in the blog section are broken. I think it would make sense to remove the mention of blogs altogether. To my knowledge, there is no DF blog in existence to replace those? [[User:Urist2000|Urist2000]] ([[User talk:Urist2000|talk]]) 22:34, 2 December 2024 (UTC)&lt;br /&gt;
:Yes, please remove these. Dfstories has been down for 6 months. Bravemule hasn't had Dwarf Fortress content since 2016. [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 09:56, 27 January 2025 (UTC)&lt;br /&gt;
:Can they be replaced with links to archived versions of the websites instead of being totally removed? [[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 19:14, 20 October 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken link in Blogs section ==&lt;br /&gt;
&lt;br /&gt;
The link to Bravemule in the blogs section is dead - the most recent archive.org mirror I can find is https://web.archive.org/web/20161115202645/http://www.bravemule.com/matulremrit/&lt;br /&gt;
&lt;br /&gt;
I tried to update this myself, but the page is protected.&lt;br /&gt;
&lt;br /&gt;
Edit: Just saw the discussion point above. The most recent archive.org mirror for dfstories.com is https://web.archive.org/web/20240223090633/https://dfstories.com/&lt;br /&gt;
&lt;br /&gt;
--[[User:Urist208|Urist208]] ([[User talk:Urist208|talk]]) 21:47, 30 January 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error for submitting discussion page ==&lt;br /&gt;
&lt;br /&gt;
Trying to start a discussion page (&amp;quot;submit&amp;quot;) for an existing article will always result in an error message like this: [2f5c283358b9e32de489c3f4] 2026-06-08 09:15:20: Fatal exception of type &amp;quot;Error&amp;quot;&lt;br /&gt;
I found no way to report bugs for this wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:CaptainTofu|CaptainTofu]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Here is ok, although perhaps [[Dwarf Fortress Wiki talk:Centralized Discussion]] (linked from the main sidebar) would be better. I was able to create [[User talk:CaptainTofu|your personal talk page]] without any issues. Can you include the exact URL of the page that's giving you the error? The button when I created that page said &amp;quot;Save changes&amp;quot;, not &amp;quot;Submit&amp;quot;, so I'm not sure what you are seeing on your end. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:15, 11 June 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Extinct Raws ==&lt;br /&gt;
&lt;br /&gt;
I did some digging around, and it seems like the templates that look up raws are connected to the github site. I'm sure most of you already knew that, but to anyone with access, can you please upload the new extinct animal raws? In the meantime, I will try to get some balls rolling on adding the creature graphics and pages as much as I can. Hopefully other people help out with that. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:41, 25 June 2026 (UTC)&lt;br /&gt;
:I just pushed updated raws to the DF Wiki repository (which actually holds a local copy of DFRawFunctions rather than a submodule). They should hopefully be available shortly. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:14, 25 June 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Speaking of which: I noticed there's new creature classes. --[[User:AvenkyrPakacit|AvenkyrPakacit]] ([[User talk:AvenkyrPakacit|talk]]) 19:14, 25 June 2026 (UTC)&lt;br /&gt;
::It seems some raws are still not uploaded, unless I'm missing something. For example, the aegirocassis man page doesn't load the raw. Did I do something wrong there? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:04, 26 June 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
# Version 53.15: The Dino Update&lt;br /&gt;
&lt;br /&gt;
## Core Features&lt;br /&gt;
&lt;br /&gt;
### 100 Extinct Creatures Added&lt;br /&gt;
The update introduces 100 prehistoric real-world animals. They span multiple geologic eras—ranging from the Cambrian Explosion to Holocene-era extinctions. &lt;br /&gt;
* **Key Additions:** Iconic dinosaurs like the *Stegosaurus* and *Allosaurus*, massive marine reptiles like the *Plesiosaurus*, flying reptiles like the *Pterodactylus*, and primitive birds/mammals such as the dodo and moa.&lt;br /&gt;
* **Sprites and Portraits:** Every animal features custom-drawn sprites and dedicated portraits handled by game artist Guido/Neoriceisgood. This includes specific, cuter art variations for baby animals.&lt;br /&gt;
* **No Giant Variations:** Giant versions were omitted by the development team, as many large dinosaurs already push the engine's maximum canvas size limits.&lt;br /&gt;
&lt;br /&gt;
### World Generation &amp;amp; Frequency Settings&lt;br /&gt;
Prehistoric life is fully optional. Players can manage how frequently these animals spawn by selecting from **5 new settings** during Advanced World Generation:&lt;br /&gt;
1. **Still Extinct:** Keeps the animals out of the world entirely.&lt;br /&gt;
2. **Small Isolated Areas:** Restricts them to highly specific, isolated pockets of the map.&lt;br /&gt;
3. **Untamed Wilds Only:** Limits them to savage, untamed biomes.&lt;br /&gt;
4. **Every Wilderness:** Integrates them naturally across all wild environments.&lt;br /&gt;
5. **Often Domesticated:** Allows global civilizations to actively tame and use them from the start of the game.&lt;br /&gt;
&lt;br /&gt;
### Fort Mechanics and Military Integration&lt;br /&gt;
Dinos behave dynamically according to the simulation rules of vanilla fauna.&lt;br /&gt;
* **Utility:** Depending on the species, captured or purchased dinos can be trained for **War** or **Hunting**.&lt;br /&gt;
* **Industry:** They provide traditional animal yields, allowing your fort to harvest massive quantities of meat, bones, and leather.&lt;br /&gt;
* **Sieges:** Elves and other hostile forces can successfully ride dinosaurs into battle during fort sieges.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
## The New Animal People &amp;amp; Graphical Overhaul&lt;br /&gt;
&lt;br /&gt;
### 100 New Extinct Animal People&lt;br /&gt;
Every newly added extinct creature features a corresponding **Animal Person variant** capable of spawning in the wild or acting as playable characters in Adventure Mode. &lt;br /&gt;
&lt;br /&gt;
### Equipment Visualization Update&lt;br /&gt;
A sweeping graphical engine overhaul has been applied to **all animal people** (both new and pre-existing):&lt;br /&gt;
* Hand-held weapons and equipment are now dynamically rendered on their sprites.&lt;br /&gt;
* Visible bodywear and armor are visually represented directly on the creature portraits and world tokens.&lt;br /&gt;
* *Note:* This graphical upgrade works retroactively and is fully compatible with old save files without regenerating a world.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
## Known Version Bugs &amp;amp; Quirks&lt;br /&gt;
&lt;br /&gt;
* **Missing Natural Attacks (Adventure Mode):** Currently, all 100 newly added extinct animal people are entirely missing their natural attack tags (such as `SCRATCH`, `BITE`, `TUSK`, and `GORE`) within the raw data files. &lt;br /&gt;
* **Impact:** Playing as a *Tyrannosaurus man* or *Ceratosaurus man* in Adventure Mode prevents you from executing a bite or gore attack. They must rely entirely on manufactured weapons, wrestling, or external status transformations (like vampirism) to deal close-quarters combat damage.&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mimetaster&amp;diff=317075</id>
		<title>Mimetaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mimetaster&amp;diff=317075"/>
		<updated>2026-07-01T08:44:47Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Mimetaster}} &amp;lt;!-- no wp redirect for &amp;quot;Mimetaster hexagonalis&amp;quot; --&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Mimetaster''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] [[ocean]]s and saltwater [[pool]]s. They might be{{verify|they might not be big enough}} usable for the [[fishing industry]], but only by [[Fishery|capturing a live fish]], rather than normal fishing, and also [[Kitchen|cookable]] without cleaning.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] mimetaster for their ''tilted walk''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=316530</id>
		<title>40d:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=316530"/>
		<updated>2026-06-29T13:14:08Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|19:17, 16 April 2011 (UTC)}}&lt;br /&gt;
{{40d creaturelookup/0|butcher=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Kobolds''' are small [[humanoid]]s, slightly smaller than [[dwarves]].  They are technologically backward and use [[copper]] [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
Once your fortress has accumulated a certain amount of wealth, kobold [[thief|thieves]] will raid you in [[fortress mode]], generally, but not always, timing their attacks to coincide with the arrival of [[caravan]]s. Kobold thieves can even show up in [[calendar|winter]]. They are able to bypass any and all [[trap]]s, and are an excellent reason to channel all traffic in and out of your fortress through a single location which should be guarded at all times.  Once discovered and caught, a kobold can generally be killed by any armed [[dwarf]] and most unarmed civilians. Be warned though that even the lowliest kobold thief will carry a copper [[dagger]], which can lead into severe injuries if you order an unarmed recruit to attack it.&lt;br /&gt;
&lt;br /&gt;
Kobold raiding parties may occasionally show up to ambush your dwarves outside once kobold thieves have successfully stolen some items. The kobolds will hold back and fire their [[bow]]s at all dwarves who venture near. This is not a [[siege]] - the kobolds will leave when they have no more [[arrow]]s or when they experience minor casualties. Due to the archers, these raiding parties can be quite dangerous to an unprepared fortress, especially one reliant on resources such as [[tree]]s and surface [[water]].  The parties can also consist of other kobolds, such as kobold spearmen.&lt;br /&gt;
&lt;br /&gt;
== Kobold Caves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Occasionally, on maps that have [[cave]]s present in them, you'll find a kobold cave. These pose a possible hazard to your dwarven settlers, as -- should they discover you and become irritated at your presence -- they will attack your settlement and any wandering dwarves they come across. As mentioned previously, kobolds aren't very tough, but when they gather in large numbers (with more than a few armed kobold guards and other nasty variations of the common kobold thrown in) they can pose a significant threat to your young, underprepared fortress. On the upside, in the vicinity of the kobold cave and inside the cave itself, you'll find all kinds of random trinkets and other items, with the possibility of valuable goodies being tossed in. If you manage to clear the kobold cave on your map, any potentially valuable junk that they've accumulated is yours for the taking.&lt;br /&gt;
&lt;br /&gt;
=== Living Among Them ===&lt;br /&gt;
&lt;br /&gt;
It is also possible to settle on a kobold cave that is not hostile to your fortress. This is most-likely unintentional, but could prove to be permanent depending on how kobold diplomacy is handled in the [[Main:Development arc|future]]. In the 'u'nits menu, the kobold inhabitants will be listed as &amp;quot;Friendly&amp;quot;. Settling on a  friendly kobold cave will be roughly equivalent to settling next to (or on top of) a [[human]] town, the main differences being that there will be no food stores or wooden furniture and no wooden housing to commandeer. The caves are useful, like any other cave, in exposing minerals, [[gem]]s, [[rock]]s and [[ore]] veins from the outset of your fortress. This is the most common type of kobold cave you are likely to find. &lt;br /&gt;
&lt;br /&gt;
Friendly kobold caves boast an assortment of animal and plant specialists, [[guard]]s and the occasional weapon-master and will work with the dwarves in repelling sieges, kobold and [[goblin]] [[thief|thieves]], and ambushes. They will not be hostile to dwarven traders, but may attack [[trading|traders]] from a civilization they are at war with{{verify}}. Friendly kobolds will meander little, often staying in the same spot for years and they will not set off [[trap|traps]] unless rendered unconscious by wounds on top of them, nor be targeted or hurt by ''catapult'' fire. Kobolds in fortress mode do not sleep or eat currently, and their created wealth is added to your own at embarkation.&lt;br /&gt;
&lt;br /&gt;
It is also possible to find named hostile ''animals'' and other beasts living in the same cave as the kobolds. These will attack any kobold or dwarf that comes in contact with them.&lt;br /&gt;
&lt;br /&gt;
== Kobold Caves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
In adventure mode kobolds live in caves.  They will have guards, soldiers, civilians, [[child]]ren, and the occasional quite dangerous weaponmaster.  Kobolds are deadly with a bow but generally an easy match in melee, even for a novice adventurer.  Kobold caves are full of trinkets, and they often wear [[cloth]]ing, weapons, and small-sized [[armor]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|40d:entity_default.txt|ENTITY|SKULKING}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316525</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316525"/>
		<updated>2026-06-29T10:22:37Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Cull Unimportant Historical Figures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''(Click to enlarge)''&amp;lt;/small&amp;gt;]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
There are multiple default sets of all the advanced world generation parameters hard-coded in ''Dwarf Fortress'', which will be overridden by the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main ''Dwarf Fortress'' directory, if it exists. It does not exist by default, you must create it, either by saving the default sets, or saving a copy from the [[world_gen.txt]] wiki page or elsewhere. This file can then be edited with a text editor, and you can copy and paste other players' sets of parameters into it. For sources of such parameter sets see [[Advanced_world_generation#Parameter_set_examples|Parameter set examples]] below.&lt;br /&gt;
&lt;br /&gt;
To get back the default sets, move the existing &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; to somewhere else (like Documents), or delete it if you do not want to keep the changes, then load the sets in the game, it will then use the hardcoded defaults.&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
First, there is a line of text inputs and buttons along the top of the screen, from left to right:&lt;br /&gt;
* The drop down menu of currently defined parameter sets, click the down arrow to select a set that you want to work with. The currently selected set can be renamed by clicking the current name or the [[File:Quill.png]] button. The first set in the file is selected by default, usually &amp;quot;LARGE ISLAND&amp;quot;. See [[#Parameter set title|Parameter set title]].&lt;br /&gt;
* The dimensions of the world for the selected set, see [[#World dimensions|World dimensions]].&lt;br /&gt;
* A text entry box to set all of the seed options to the same seed, will show &amp;quot;Random seed&amp;quot;, &amp;quot;Various seeds&amp;quot;, or, if all four seeds are set to use the same value, that value. See [[Advanced_world_generation#Seed_values|Seed values]] and [[Advanced_world_generation#Seed_values|Seed notes]].&lt;br /&gt;
* The Copy Button to make a copy of the currently selected set and appends it to the bottom of the list.&lt;br /&gt;
* The red Delete button to delete the currently selected set, you will be prompted to confirm the deletion.&lt;br /&gt;
* The New parameter set to create a new parameter set and appends it to the bottom of the list. This seems to just copy the default &amp;quot;LARGE REGION&amp;quot; set.&lt;br /&gt;
* The Save button to save all of the current sets to the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
* The Load button to load from the same file, there is no confirmation, '''any unsaved changes will be lost'''. If that file does not exist, this resets all of the sets to the defaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the middle is the parameters themselves, with a scroll bar to the right. Each row of the list can include:&lt;br /&gt;
* The name of the option&lt;br /&gt;
* The range of accepted values; not every option has this, and does not always match the displayed value, for example &amp;quot;0 to 1&amp;quot; might show as &amp;quot;No&amp;quot; and &amp;quot;Yes&amp;quot;.&lt;br /&gt;
:* Sometimes the range might not initially show on rows that it should, reloading the sets with the Load button sometimes fixes that.{{bug|13176}}&lt;br /&gt;
* A plus button to increase the value or cycle through options, when applicable (this button will be missing if the range is missing.)&lt;br /&gt;
* The current value; can be clicked to edit, to actually set a value you must press {{k|enter}}, without doing that, clicking another entry box or right clicking will instead reset to the currently set value.&lt;br /&gt;
* An edit button to show that the previous box is editable, same as clicking on the text box.&lt;br /&gt;
* A minus button to decrease the value or cycle through options, when applicable (this button will be missing if the range is missing).&lt;br /&gt;
* A red button to disable this parameter, when applicable, usually setting the value to 0, or -1.&lt;br /&gt;
&lt;br /&gt;
{{notice bar|bgcolor=#faa|bordercolor=#f00|All of the buttons below leave this screen and do not prompt to save the sets, so unsaved changes may be lost.}}&lt;br /&gt;
At the bottom right are 3 or 4 more buttons:&lt;br /&gt;
* The Create world button to do just that using the currently selected set, '''unsaved changes are lost'''.&lt;br /&gt;
* The Basic options button to go back to the normal world generation screen, unsaved changes are not lost if you come directly back to Detailed mode.&lt;br /&gt;
* The [[Mods]] button to go to the mod selection screen, unsaved changes are not lost if you come directly back to Detailed mode. Only shown if mods are available.&lt;br /&gt;
* Back to main menu button to do just that, '''unsaved changes are lost'''.&lt;br /&gt;
&lt;br /&gt;
=== World painter ===&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool is not in the current version of ''Dwarf Fortress''; it allowed you to paint features onto a map. '''However''', those maps can still be used when generating a world by pasting world painter parameter set maps created in old versions into the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file. [[Utilities#Perfect_World_DF|Perfect World DF]] is a utility that uses the same parameter functionality as the world painter to paint a map, and it also can work with the current version of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
You can either use an already-defined parameter set, or you can edit them, though it is highly suggested to edit a copy of one of the defaults. Once you are happy with the parameters you should save the values you just edited before you click the Create world button. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== Seed notes ==&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history.{{bug|6934}} Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
The way that a world is generated can also be affected by certain world tokens. Changing them causes that code to use more or fewer PRNG values, causing later uses to get different parts of the sequence. So, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which use the PRNG values in ways that changing them will likely cause broader changes:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X]&lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;br /&gt;
&lt;br /&gt;
When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt]]; they can also be found with &amp;lt;code&amp;gt;gui/gm-editor world.worldgen.worldgen_parms&amp;lt;/code&amp;gt; in [[DFHack]].&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south, or cold at both. Minimum, maximum and X,Y variance can drastically alter the world.&lt;br /&gt;
&lt;br /&gt;
'''Weighted meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. They can be used to set the specific distribution of different elevations or rainfall areas for example.&lt;br /&gt;
&lt;br /&gt;
'''Feature parameters''': such as rivers, mountain peaks, volcanoes, and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.&lt;br /&gt;
&lt;br /&gt;
'''Rejection parameters''': ''Dwarf Fortress'' uses a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it does not meet certain criteria. There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types, etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [[World rejection]].&lt;br /&gt;
&lt;br /&gt;
Leaving tokens out of a set in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; will cause the game to use default values which are not adjusted for smaller world sizes, this may cause smaller worlds to always be rejected.&lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, there is also a [[Settings#Feature_toggles|game setting]] that will log the rejection reasons to ``[[map_rejection_log.txt]]``. With that information you can then either adjust the rejection parameters to allow those worlds, or the other parameters to prevent them from trying to generate. ''Dwarf Fortress'' will keep adding to the file, so you may want to trim or delete it occasionally.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the game, which is not necessarily the order they appear in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt;. See [[world token]] for an index that will help you look things up by token name. The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each of the following parameter descriptions.&lt;br /&gt;
&lt;br /&gt;
=== Parameter set title ===&lt;br /&gt;
This sets the name of the parameter set itself, as used in the list of sets (this has nothing to do with the name of the generated world).&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World dimensions ===&lt;br /&gt;
The size of the map for the current set can be changed by changing the Width and Height values at the top next to the set title. You will need to confirm this, since changing the dimensions of the world will change other parameters, because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Larger maps usually take longer to generate and may reduce [[Frames per second|FPS]] in-game, though this is really a matter of larger worlds usually having more civilizations, sites, historical figures, and events; restricting the number of those can speed up the process. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:257:257]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257, other values will use one of those. Changing the size in the file without adjusting other parameters can cause many rejections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
Enables the use of, and specifies seed values for, different parts of the world generation process. Just entering a specific seed does not enable it, that must be done separately, although using the box at the top to set all the seeds to the same value does enable them all. Enabling a seed puts the token in using what ever is in the text box below. If you enable a seed, but do not enter a seed, the string &amp;quot;Seed text&amp;quot; will be used (&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:Seed text]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;). Trying to use a &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; in the string in the file will end the seed there, since it closes the token, any text after that will be ignored. Normally, just leave these set to Random, unless trying to reproduce the results of a previous world generation. See also the [[Advanced_world_generation#Seed_notes|seed notes section]] above.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used, and the first seed is not used to generate the others. The seeds used are output to [[gamelog.txt]] when world generation starts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World name ===&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world, or leave the value blank for a random one. (The [[DFHack]] utility adds an option to rename the world using the in-game languages.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
The number of points for equipment and animals when embarking in fortress mode (there is no equivalent setting for adventure mode). Normally, the default of 1504 is fine, but can be increased for various purposes like experimentation or to help dwarves survive in a particularly evil world, or reduced for certain [[challenges]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
The maximum number of years generated for the world, although generation can be paused and the world used as is any time after the second year; the same as the [[World_generation#History|History]] parameter in basic world gen, except that you can enter an exact value. A too-short history can limit the materials available to civilizations, and [[Chosen|certain adventure mode features]] are only available after certain site events, while too long a history often leads to civilizations dying.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
A soft limit to the total number of [[historical figure]]s alive at the same time during generation across all civilizations, only preventing the birth of new historical figures.{{cite forum|140544/5701667}} Each civilization is allotted a percentage of the total by the percentage of sites they control.{{cite forum|159164/7553641}} Civilizations also have non-historical populations, and there is no setting to limit those (in early versions, all civilization members were historical figures, this is also why the name of this setting is misleading). Each [[entity]] also has limits from their raws, see the [[Entity_token#Population|population]] entity tokens, and setting this to unlimited will not remove those.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can slow generation and the game in general.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[tower_(necromancy)|tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;br /&gt;
&lt;br /&gt;
Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
{{main|Historical figure}}&lt;br /&gt;
Whether to remove unimportant dead historical figures after history generation; a short CPU-intensive step, but saves space which can speed up loading, saving, and running games with large histories. Legends mode will refer to culled creatures as &amp;quot;an unknown creature&amp;quot;, and they will not appear in engravings, but likely would not have anyway.&lt;br /&gt;
&lt;br /&gt;
Exactly what is considered important is not clear. A member of an abstract group killing a named creature is not important, nor is creating an artifact, even if that artifact had important history.&amp;lt;!--52.05, silver war hammer created and claimed as family heirloom by an unknown creature in a dwarven fortress that later breached, named demon killed 55 with it, including 9 histfigs. If it were just a normal war hammer that got named, it would say that, not created and claimed.--&amp;gt; Unculled historical figures can have parentage described as &amp;quot;The identity of&amp;quot; that parent &amp;quot;has been lost to time&amp;quot;, so just having children is not, though having living direct relations seems to prevent culling.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These set limits and variance for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery which determines how those values are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. By ''subtly'' tweaking the min and max values, vastly different maps can be made. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so you may want to use [[#Terrain Mesh Sizes and Weights|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum Number of Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world. Usually, you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks, which can raise the number of above ground Z-levels - in other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels, but it might increase the number of Z-levels somewhat in some regions compared to others. Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans, as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains, as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
* Mountain peaks can only form at elevations of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
{{main|Climate|Temperature}}&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. The temperature scale used in this setting is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;.{{cite forum|169696/8395484}} This scale doesn't seem to be used anywhere else in the game. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
Elves can spawn where the temperature is 10 degrees or warmer, and humans can spawn where the temperature is 0 degrees or warmer.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Range Weights ===&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high (mountains) or very low (oceans) and the space between them is smoothed out.]]&lt;br /&gt;
These parameters influence the relative proportions of terrain feature ranges, without making other ranges impossible. For example, to have many more low-elevation squares exist, without making it impossible for high elevations; this makes changing these parameters often preferable to simply changing the above min/max values. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
# Divide the world into a grid of quantity &amp;lt;code&amp;gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; areas in both X and Y direction.&lt;br /&gt;
# At each grid intersection, set the value according to the weighted ranges.&lt;br /&gt;
# Smooth out the areas between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the &amp;lt;code&amp;gt;[[world_gen.txt]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Weighted Ranges ====&lt;br /&gt;
Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3), including the outer-most corners. The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;br /&gt;
&lt;br /&gt;
Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those, or in other words, using a 1×1 grid for square worlds; while for rectangular worlds, using the same ratio as the world dimensions with 1 in the narrow dimension (for example, a 1×16 grid for a 17×257 world).&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values. Setting all the weights to None just puts them all at the same weight, the same as the default of all at 1.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between these and Variances ====&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too high, the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting (reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak) but other than that, they don't appear to &amp;quot;do&amp;quot; anything special.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected, as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X/Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
The game will attempt to place this many volcanoes, but there must be at least this many squares with a volcanism of 100, if there are not, the world will be rejected. Therefore, [[Advanced_world_generation#Volcanism|maximum volcanism]] above must be set to 100, and adjusting the [[Advanced_world_generation#Configuration_Tokens_2|volcanism weighted range]] above for 80-100 to a higher value can increase the number of those squares.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
Controls the frequency at which minerals occur; setting this value higher will decrease both the number of different types and amounts of ore and gems present on a map. The default value will result in a variety of metal ores, while the old default of ''sparse'' would be only a few ores, which may be limiting until other metals can be requested and traded for. Note that abundances are limited by removing large cluster and/or vein spawn types from certain z-levels entirely, which can counterintuitively increase the abundance of one specific ore or mineral. The abundance of small cluster deposits (including gemstones) is not significantly affected, only the variety of types.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_world_generation_menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions). (The chart legend has an error, the first &amp;quot;Pot.(Types)&amp;quot; should read &amp;quot;Pot.(Amount)&amp;quot;.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Real-world extinct creatures ===&lt;br /&gt;
Controls if and where extinct animals and animal people can exist; either not at all, in [[savage]] or [[Surroundings#Neutral|wilderness]] areas, or as [[domestic animal]]s in civilizations.{{v|53.15}}&lt;br /&gt;
This world gen setting also affects the following:&lt;br /&gt;
All non-extinct settings give - in vanilla -  elven and human civilizations who do settle in an area (during world gen), where the surroundings include dinosaurs the possibility to pick such dinos, which are land-based, above ground, non-vermin creatures, as (exotic) pets (and thus gain that dino as domesticated), with elves being notoriously better at this then humans (and more often then not even consider animals with the &amp;quot;exotic pet&amp;quot; token as normal &amp;quot;pets&amp;quot;). Dwarves, when settling in an area (in world gen), will usually - if at all - only pick any pack animals from the above ground surroundings as new domesticated animals (if any), thus they may only possibly gain dinos, which are also pack animals, by settling additional sites in world gen. Goblins do not gain any new domesticated above-ground animals by settling new sites. In addition, the domesticated option gives - in vanilla - dwarven, elven and human civilisation the possibility to pick dinos as domesticated animals (at the start of world generation), but these animals are currently - at least for dwarven civs - not added to resources.animals.pet_races (or resources.animals.exotic_pet_races) only to resources.animals.mount_races, resources.animals.pack_animal_races, resources.animals.minion_races, resources.animals.wagon_puller_races (in all cases if the dino has the appropriate creature token, which is trainable, hunting trainable or war trainable) of the corresponding civ entity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:&amp;lt;option&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:UNTAMED_WILDS]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| EXTINCT, ISOLATED, UNTAMED_WILDS, WILDERNESS, or DOMESTICATED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.&lt;br /&gt;
&lt;br /&gt;
This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations.{{cite forum|112465/7392706}} You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
In vanilla, there are only 82 possible unique werebeast species. Any further species will generate as wereblobs.{{bug|13308}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] that can exist in the world. Setting this to zero should prevent any mummy from appearing{{verify}}, but it will not prevent the creation of [[tomb]]s.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies how many [[Weather#Evil weather|various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. It is generally advised to keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Mythical Materials ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Mythical Healing ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area. Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;. Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three - setting it to lower values could help FPS.  Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness min/max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines the minimum and maximum percentage of water each cavern can contain.&lt;br /&gt;
&lt;br /&gt;
Caverns with a water level of 10 or higher can support creatures and plants from the &amp;quot;Subterranean Water&amp;quot; biome, and caverns with a water level of 90 or lower can support the &amp;quot;Subterranean Chasm&amp;quot; biome; levels of 10-90 support ''both'' biomes, while levels below 10 or above 90 support only one.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3) The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' that many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain. May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Maximum Natural Cave Size ===&lt;br /&gt;
It's not clear what effect these currently have, other than changing them can change the location of caves somewhat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Caves ===&lt;br /&gt;
The number of caves generated in mountainous and non-mountainous regions, mountain caves will always be generated on the edge of mountain ranges next to non-mountainous regions. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not initially a [[lair]], although beasts can later use them as their lair.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Mythical Sites ===&lt;br /&gt;
The number of [[mysterious dungeon|mysterious sites]] generated around the world. The extended effects of setting this to 0 has not been determined{{verify|is chosen still available? is quest still given? etc.}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Make Caves Visible ===&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
If enabled, you will be able to see the underground tunnels often built by dwarves on the world map, and they will appear as black lines, similar to roads.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. Goblin civilizations require multiple demons, see the [[#Number_of_Demon_Types|number of demon types]] section above.&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Parameter set examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.&lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316524</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316524"/>
		<updated>2026-06-29T10:11:38Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Minimum Volcano Number */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''(Click to enlarge)''&amp;lt;/small&amp;gt;]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
There are multiple default sets of all the advanced world generation parameters hard-coded in ''Dwarf Fortress'', which will be overridden by the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main ''Dwarf Fortress'' directory, if it exists. It does not exist by default, you must create it, either by saving the default sets, or saving a copy from the [[world_gen.txt]] wiki page or elsewhere. This file can then be edited with a text editor, and you can copy and paste other players' sets of parameters into it. For sources of such parameter sets see [[Advanced_world_generation#Parameter_set_examples|Parameter set examples]] below.&lt;br /&gt;
&lt;br /&gt;
To get back the default sets, move the existing &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; to somewhere else (like Documents), or delete it if you do not want to keep the changes, then load the sets in the game, it will then use the hardcoded defaults.&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
First, there is a line of text inputs and buttons along the top of the screen, from left to right:&lt;br /&gt;
* The drop down menu of currently defined parameter sets, click the down arrow to select a set that you want to work with. The currently selected set can be renamed by clicking the current name or the [[File:Quill.png]] button. The first set in the file is selected by default, usually &amp;quot;LARGE ISLAND&amp;quot;. See [[#Parameter set title|Parameter set title]].&lt;br /&gt;
* The dimensions of the world for the selected set, see [[#World dimensions|World dimensions]].&lt;br /&gt;
* A text entry box to set all of the seed options to the same seed, will show &amp;quot;Random seed&amp;quot;, &amp;quot;Various seeds&amp;quot;, or, if all four seeds are set to use the same value, that value. See [[Advanced_world_generation#Seed_values|Seed values]] and [[Advanced_world_generation#Seed_values|Seed notes]].&lt;br /&gt;
* The Copy Button to make a copy of the currently selected set and appends it to the bottom of the list.&lt;br /&gt;
* The red Delete button to delete the currently selected set, you will be prompted to confirm the deletion.&lt;br /&gt;
* The New parameter set to create a new parameter set and appends it to the bottom of the list. This seems to just copy the default &amp;quot;LARGE REGION&amp;quot; set.&lt;br /&gt;
* The Save button to save all of the current sets to the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
* The Load button to load from the same file, there is no confirmation, '''any unsaved changes will be lost'''. If that file does not exist, this resets all of the sets to the defaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the middle is the parameters themselves, with a scroll bar to the right. Each row of the list can include:&lt;br /&gt;
* The name of the option&lt;br /&gt;
* The range of accepted values; not every option has this, and does not always match the displayed value, for example &amp;quot;0 to 1&amp;quot; might show as &amp;quot;No&amp;quot; and &amp;quot;Yes&amp;quot;.&lt;br /&gt;
:* Sometimes the range might not initially show on rows that it should, reloading the sets with the Load button sometimes fixes that.{{bug|13176}}&lt;br /&gt;
* A plus button to increase the value or cycle through options, when applicable (this button will be missing if the range is missing.)&lt;br /&gt;
* The current value; can be clicked to edit, to actually set a value you must press {{k|enter}}, without doing that, clicking another entry box or right clicking will instead reset to the currently set value.&lt;br /&gt;
* An edit button to show that the previous box is editable, same as clicking on the text box.&lt;br /&gt;
* A minus button to decrease the value or cycle through options, when applicable (this button will be missing if the range is missing).&lt;br /&gt;
* A red button to disable this parameter, when applicable, usually setting the value to 0, or -1.&lt;br /&gt;
&lt;br /&gt;
{{notice bar|bgcolor=#faa|bordercolor=#f00|All of the buttons below leave this screen and do not prompt to save the sets, so unsaved changes may be lost.}}&lt;br /&gt;
At the bottom right are 3 or 4 more buttons:&lt;br /&gt;
* The Create world button to do just that using the currently selected set, '''unsaved changes are lost'''.&lt;br /&gt;
* The Basic options button to go back to the normal world generation screen, unsaved changes are not lost if you come directly back to Detailed mode.&lt;br /&gt;
* The [[Mods]] button to go to the mod selection screen, unsaved changes are not lost if you come directly back to Detailed mode. Only shown if mods are available.&lt;br /&gt;
* Back to main menu button to do just that, '''unsaved changes are lost'''.&lt;br /&gt;
&lt;br /&gt;
=== World painter ===&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool is not in the current version of ''Dwarf Fortress''; it allowed you to paint features onto a map. '''However''', those maps can still be used when generating a world by pasting world painter parameter set maps created in old versions into the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file. [[Utilities#Perfect_World_DF|Perfect World DF]] is a utility that uses the same parameter functionality as the world painter to paint a map, and it also can work with the current version of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
You can either use an already-defined parameter set, or you can edit them, though it is highly suggested to edit a copy of one of the defaults. Once you are happy with the parameters you should save the values you just edited before you click the Create world button. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== Seed notes ==&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history.{{bug|6934}} Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
The way that a world is generated can also be affected by certain world tokens. Changing them causes that code to use more or fewer PRNG values, causing later uses to get different parts of the sequence. So, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which use the PRNG values in ways that changing them will likely cause broader changes:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X]&lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;br /&gt;
&lt;br /&gt;
When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt]]; they can also be found with &amp;lt;code&amp;gt;gui/gm-editor world.worldgen.worldgen_parms&amp;lt;/code&amp;gt; in [[DFHack]].&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south, or cold at both. Minimum, maximum and X,Y variance can drastically alter the world.&lt;br /&gt;
&lt;br /&gt;
'''Weighted meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. They can be used to set the specific distribution of different elevations or rainfall areas for example.&lt;br /&gt;
&lt;br /&gt;
'''Feature parameters''': such as rivers, mountain peaks, volcanoes, and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.&lt;br /&gt;
&lt;br /&gt;
'''Rejection parameters''': ''Dwarf Fortress'' uses a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it does not meet certain criteria. There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types, etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [[World rejection]].&lt;br /&gt;
&lt;br /&gt;
Leaving tokens out of a set in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; will cause the game to use default values which are not adjusted for smaller world sizes, this may cause smaller worlds to always be rejected.&lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, there is also a [[Settings#Feature_toggles|game setting]] that will log the rejection reasons to ``[[map_rejection_log.txt]]``. With that information you can then either adjust the rejection parameters to allow those worlds, or the other parameters to prevent them from trying to generate. ''Dwarf Fortress'' will keep adding to the file, so you may want to trim or delete it occasionally.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the game, which is not necessarily the order they appear in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt;. See [[world token]] for an index that will help you look things up by token name. The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each of the following parameter descriptions.&lt;br /&gt;
&lt;br /&gt;
=== Parameter set title ===&lt;br /&gt;
This sets the name of the parameter set itself, as used in the list of sets (this has nothing to do with the name of the generated world).&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World dimensions ===&lt;br /&gt;
The size of the map for the current set can be changed by changing the Width and Height values at the top next to the set title. You will need to confirm this, since changing the dimensions of the world will change other parameters, because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Larger maps usually take longer to generate and may reduce [[Frames per second|FPS]] in-game, though this is really a matter of larger worlds usually having more civilizations, sites, historical figures, and events; restricting the number of those can speed up the process. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:257:257]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257, other values will use one of those. Changing the size in the file without adjusting other parameters can cause many rejections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
Enables the use of, and specifies seed values for, different parts of the world generation process. Just entering a specific seed does not enable it, that must be done separately, although using the box at the top to set all the seeds to the same value does enable them all. Enabling a seed puts the token in using what ever is in the text box below. If you enable a seed, but do not enter a seed, the string &amp;quot;Seed text&amp;quot; will be used (&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:Seed text]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;). Trying to use a &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; in the string in the file will end the seed there, since it closes the token, any text after that will be ignored. Normally, just leave these set to Random, unless trying to reproduce the results of a previous world generation. See also the [[Advanced_world_generation#Seed_notes|seed notes section]] above.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used, and the first seed is not used to generate the others. The seeds used are output to [[gamelog.txt]] when world generation starts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World name ===&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world, or leave the value blank for a random one. (The [[DFHack]] utility adds an option to rename the world using the in-game languages.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
The number of points for equipment and animals when embarking in fortress mode (there is no equivalent setting for adventure mode). Normally, the default of 1504 is fine, but can be increased for various purposes like experimentation or to help dwarves survive in a particularly evil world, or reduced for certain [[challenges]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
The maximum number of years generated for the world, although generation can be paused and the world used as is any time after the second year; the same as the [[World_generation#History|History]] parameter in basic world gen, except that you can enter an exact value. A too-short history can limit the materials available to civilizations, and [[Chosen|certain adventure mode features]] are only available after certain site events, while too long a history often leads to civilizations dying.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
A soft limit to the total number of [[historical figure]]s alive at the same time during generation across all civilizations, only preventing the birth of new historical figures.{{cite forum|140544/5701667}} Each civilization is allotted a percentage of the total by the percentage of sites they control.{{cite forum|159164/7553641}} Civilizations also have non-historical populations, and there is no setting to limit those (in early versions, all civilization members were historical figures, this is also why the name of this setting is misleading). Each [[entity]] also has limits from their raws, see the [[Entity_token#Population|population]] entity tokens, and setting this to unlimited will not remove those.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can slow generation and the game in general.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[tower_(necromancy)|tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;br /&gt;
&lt;br /&gt;
Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
{{main|Historical figure}}&lt;br /&gt;
Whether to remove unimportant dead historical figures after history generation; a short CPU-intensive step, but saves space which can speed up loading, saving, and running games with large histories. Legends mode will refer to culled creatures as &amp;quot;an unknown creature&amp;quot;, and they will not appear in engravings, but likely would not have anyway.&lt;br /&gt;
&lt;br /&gt;
Exactly what is considered important is not clear. A member of an abstract group killing a named creature is not. Creating an artifact is not, even if that artifact had important history.&amp;lt;!--52.05, silver war hammer created and claimed as family heirloom by an unknown creature in a dwarven fortress that later breached, named demon killed 55 with it, including 9 histfigs. If it were just a normal war hammer that got named, it would say that, not created and claimed.--&amp;gt; Unculled historical figures can have parentage described as &amp;quot;The identity of&amp;quot; that parent &amp;quot;has been lost to time&amp;quot;, so just having children is not, though having living direct relations seems to prevent culling.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These set limits and variance for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery which determines how those values are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. By ''subtly'' tweaking the min and max values, vastly different maps can be made. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so you may want to use [[#Terrain Mesh Sizes and Weights|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum Number of Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world. Usually, you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks, which can raise the number of above ground Z-levels - in other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels, but it might increase the number of Z-levels somewhat in some regions compared to others. Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans, as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains, as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
* Mountain peaks can only form at elevations of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
{{main|Climate|Temperature}}&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. The temperature scale used in this setting is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;.{{cite forum|169696/8395484}} This scale doesn't seem to be used anywhere else in the game. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
Elves can spawn where the temperature is 10 degrees or warmer, and humans can spawn where the temperature is 0 degrees or warmer.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Range Weights ===&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high (mountains) or very low (oceans) and the space between them is smoothed out.]]&lt;br /&gt;
These parameters influence the relative proportions of terrain feature ranges, without making other ranges impossible. For example, to have many more low-elevation squares exist, without making it impossible for high elevations; this makes changing these parameters often preferable to simply changing the above min/max values. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
# Divide the world into a grid of quantity &amp;lt;code&amp;gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; areas in both X and Y direction.&lt;br /&gt;
# At each grid intersection, set the value according to the weighted ranges.&lt;br /&gt;
# Smooth out the areas between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the &amp;lt;code&amp;gt;[[world_gen.txt]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Weighted Ranges ====&lt;br /&gt;
Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3), including the outer-most corners. The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;br /&gt;
&lt;br /&gt;
Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those, or in other words, using a 1×1 grid for square worlds; while for rectangular worlds, using the same ratio as the world dimensions with 1 in the narrow dimension (for example, a 1×16 grid for a 17×257 world).&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values. Setting all the weights to None just puts them all at the same weight, the same as the default of all at 1.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between these and Variances ====&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too high, the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting (reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak) but other than that, they don't appear to &amp;quot;do&amp;quot; anything special.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected, as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X/Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
The game will attempt to place this many volcanoes, but there must be at least this many squares with a volcanism of 100, if there are not, the world will be rejected. Therefore, [[Advanced_world_generation#Volcanism|maximum volcanism]] above must be set to 100, and adjusting the [[Advanced_world_generation#Configuration_Tokens_2|volcanism weighted range]] above for 80-100 to a higher value can increase the number of those squares.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
Controls the frequency at which minerals occur; setting this value higher will decrease both the number of different types and amounts of ore and gems present on a map. The default value will result in a variety of metal ores, while the old default of ''sparse'' would be only a few ores, which may be limiting until other metals can be requested and traded for. Note that abundances are limited by removing large cluster and/or vein spawn types from certain z-levels entirely, which can counterintuitively increase the abundance of one specific ore or mineral. The abundance of small cluster deposits (including gemstones) is not significantly affected, only the variety of types.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_world_generation_menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions). (The chart legend has an error, the first &amp;quot;Pot.(Types)&amp;quot; should read &amp;quot;Pot.(Amount)&amp;quot;.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Real-world extinct creatures ===&lt;br /&gt;
Controls if and where extinct animals and animal people can exist; either not at all, in [[savage]] or [[Surroundings#Neutral|wilderness]] areas, or as [[domestic animal]]s in civilizations.{{v|53.15}}&lt;br /&gt;
This world gen setting also affects the following:&lt;br /&gt;
All non-extinct settings give - in vanilla -  elven and human civilizations who do settle in an area (during world gen), where the surroundings include dinosaurs the possibility to pick such dinos, which are land-based, above ground, non-vermin creatures, as (exotic) pets (and thus gain that dino as domesticated), with elves being notoriously better at this then humans (and more often then not even consider animals with the &amp;quot;exotic pet&amp;quot; token as normal &amp;quot;pets&amp;quot;). Dwarves, when settling in an area (in world gen), will usually - if at all - only pick any pack animals from the above ground surroundings as new domesticated animals (if any), thus they may only possibly gain dinos, which are also pack animals, by settling additional sites in world gen. Goblins do not gain any new domesticated above-ground animals by settling new sites. In addition, the domesticated option gives - in vanilla - dwarven, elven and human civilisation the possibility to pick dinos as domesticated animals (at the start of world generation), but these animals are currently - at least for dwarven civs - not added to resources.animals.pet_races (or resources.animals.exotic_pet_races) only to resources.animals.mount_races, resources.animals.pack_animal_races, resources.animals.minion_races, resources.animals.wagon_puller_races (in all cases if the dino has the appropriate creature token, which is trainable, hunting trainable or war trainable) of the corresponding civ entity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:&amp;lt;option&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:UNTAMED_WILDS]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| EXTINCT, ISOLATED, UNTAMED_WILDS, WILDERNESS, or DOMESTICATED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.&lt;br /&gt;
&lt;br /&gt;
This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations.{{cite forum|112465/7392706}} You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
In vanilla, there are only 82 possible unique werebeast species. Any further species will generate as wereblobs.{{bug|13308}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] that can exist in the world. Setting this to zero should prevent any mummy from appearing{{verify}}, but it will not prevent the creation of [[tomb]]s.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies how many [[Weather#Evil weather|various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. It is generally advised to keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Mythical Materials ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Mythical Healing ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area. Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;. Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three - setting it to lower values could help FPS.  Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness min/max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines the minimum and maximum percentage of water each cavern can contain.&lt;br /&gt;
&lt;br /&gt;
Caverns with a water level of 10 or higher can support creatures and plants from the &amp;quot;Subterranean Water&amp;quot; biome, and caverns with a water level of 90 or lower can support the &amp;quot;Subterranean Chasm&amp;quot; biome; levels of 10-90 support ''both'' biomes, while levels below 10 or above 90 support only one.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3) The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' that many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain. May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Maximum Natural Cave Size ===&lt;br /&gt;
It's not clear what effect these currently have, other than changing them can change the location of caves somewhat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Caves ===&lt;br /&gt;
The number of caves generated in mountainous and non-mountainous regions, mountain caves will always be generated on the edge of mountain ranges next to non-mountainous regions. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not initially a [[lair]], although beasts can later use them as their lair.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Mythical Sites ===&lt;br /&gt;
The number of [[mysterious dungeon|mysterious sites]] generated around the world. The extended effects of setting this to 0 has not been determined{{verify|is chosen still available? is quest still given? etc.}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Make Caves Visible ===&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
If enabled, you will be able to see the underground tunnels often built by dwarves on the world map, and they will appear as black lines, similar to roads.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. Goblin civilizations require multiple demons, see the [[#Number_of_Demon_Types|number of demon types]] section above.&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Parameter set examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.&lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316523</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316523"/>
		<updated>2026-06-29T10:10:08Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Minimum Partial Edge Oceans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''(Click to enlarge)''&amp;lt;/small&amp;gt;]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
There are multiple default sets of all the advanced world generation parameters hard-coded in ''Dwarf Fortress'', which will be overridden by the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main ''Dwarf Fortress'' directory, if it exists. It does not exist by default, you must create it, either by saving the default sets, or saving a copy from the [[world_gen.txt]] wiki page or elsewhere. This file can then be edited with a text editor, and you can copy and paste other players' sets of parameters into it. For sources of such parameter sets see [[Advanced_world_generation#Parameter_set_examples|Parameter set examples]] below.&lt;br /&gt;
&lt;br /&gt;
To get back the default sets, move the existing &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; to somewhere else (like Documents), or delete it if you do not want to keep the changes, then load the sets in the game, it will then use the hardcoded defaults.&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
First, there is a line of text inputs and buttons along the top of the screen, from left to right:&lt;br /&gt;
* The drop down menu of currently defined parameter sets, click the down arrow to select a set that you want to work with. The currently selected set can be renamed by clicking the current name or the [[File:Quill.png]] button. The first set in the file is selected by default, usually &amp;quot;LARGE ISLAND&amp;quot;. See [[#Parameter set title|Parameter set title]].&lt;br /&gt;
* The dimensions of the world for the selected set, see [[#World dimensions|World dimensions]].&lt;br /&gt;
* A text entry box to set all of the seed options to the same seed, will show &amp;quot;Random seed&amp;quot;, &amp;quot;Various seeds&amp;quot;, or, if all four seeds are set to use the same value, that value. See [[Advanced_world_generation#Seed_values|Seed values]] and [[Advanced_world_generation#Seed_values|Seed notes]].&lt;br /&gt;
* The Copy Button to make a copy of the currently selected set and appends it to the bottom of the list.&lt;br /&gt;
* The red Delete button to delete the currently selected set, you will be prompted to confirm the deletion.&lt;br /&gt;
* The New parameter set to create a new parameter set and appends it to the bottom of the list. This seems to just copy the default &amp;quot;LARGE REGION&amp;quot; set.&lt;br /&gt;
* The Save button to save all of the current sets to the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
* The Load button to load from the same file, there is no confirmation, '''any unsaved changes will be lost'''. If that file does not exist, this resets all of the sets to the defaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the middle is the parameters themselves, with a scroll bar to the right. Each row of the list can include:&lt;br /&gt;
* The name of the option&lt;br /&gt;
* The range of accepted values; not every option has this, and does not always match the displayed value, for example &amp;quot;0 to 1&amp;quot; might show as &amp;quot;No&amp;quot; and &amp;quot;Yes&amp;quot;.&lt;br /&gt;
:* Sometimes the range might not initially show on rows that it should, reloading the sets with the Load button sometimes fixes that.{{bug|13176}}&lt;br /&gt;
* A plus button to increase the value or cycle through options, when applicable (this button will be missing if the range is missing.)&lt;br /&gt;
* The current value; can be clicked to edit, to actually set a value you must press {{k|enter}}, without doing that, clicking another entry box or right clicking will instead reset to the currently set value.&lt;br /&gt;
* An edit button to show that the previous box is editable, same as clicking on the text box.&lt;br /&gt;
* A minus button to decrease the value or cycle through options, when applicable (this button will be missing if the range is missing).&lt;br /&gt;
* A red button to disable this parameter, when applicable, usually setting the value to 0, or -1.&lt;br /&gt;
&lt;br /&gt;
{{notice bar|bgcolor=#faa|bordercolor=#f00|All of the buttons below leave this screen and do not prompt to save the sets, so unsaved changes may be lost.}}&lt;br /&gt;
At the bottom right are 3 or 4 more buttons:&lt;br /&gt;
* The Create world button to do just that using the currently selected set, '''unsaved changes are lost'''.&lt;br /&gt;
* The Basic options button to go back to the normal world generation screen, unsaved changes are not lost if you come directly back to Detailed mode.&lt;br /&gt;
* The [[Mods]] button to go to the mod selection screen, unsaved changes are not lost if you come directly back to Detailed mode. Only shown if mods are available.&lt;br /&gt;
* Back to main menu button to do just that, '''unsaved changes are lost'''.&lt;br /&gt;
&lt;br /&gt;
=== World painter ===&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool is not in the current version of ''Dwarf Fortress''; it allowed you to paint features onto a map. '''However''', those maps can still be used when generating a world by pasting world painter parameter set maps created in old versions into the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file. [[Utilities#Perfect_World_DF|Perfect World DF]] is a utility that uses the same parameter functionality as the world painter to paint a map, and it also can work with the current version of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
You can either use an already-defined parameter set, or you can edit them, though it is highly suggested to edit a copy of one of the defaults. Once you are happy with the parameters you should save the values you just edited before you click the Create world button. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== Seed notes ==&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history.{{bug|6934}} Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
The way that a world is generated can also be affected by certain world tokens. Changing them causes that code to use more or fewer PRNG values, causing later uses to get different parts of the sequence. So, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which use the PRNG values in ways that changing them will likely cause broader changes:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X]&lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;br /&gt;
&lt;br /&gt;
When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt]]; they can also be found with &amp;lt;code&amp;gt;gui/gm-editor world.worldgen.worldgen_parms&amp;lt;/code&amp;gt; in [[DFHack]].&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south, or cold at both. Minimum, maximum and X,Y variance can drastically alter the world.&lt;br /&gt;
&lt;br /&gt;
'''Weighted meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. They can be used to set the specific distribution of different elevations or rainfall areas for example.&lt;br /&gt;
&lt;br /&gt;
'''Feature parameters''': such as rivers, mountain peaks, volcanoes, and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.&lt;br /&gt;
&lt;br /&gt;
'''Rejection parameters''': ''Dwarf Fortress'' uses a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it does not meet certain criteria. There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types, etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [[World rejection]].&lt;br /&gt;
&lt;br /&gt;
Leaving tokens out of a set in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; will cause the game to use default values which are not adjusted for smaller world sizes, this may cause smaller worlds to always be rejected.&lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, there is also a [[Settings#Feature_toggles|game setting]] that will log the rejection reasons to ``[[map_rejection_log.txt]]``. With that information you can then either adjust the rejection parameters to allow those worlds, or the other parameters to prevent them from trying to generate. ''Dwarf Fortress'' will keep adding to the file, so you may want to trim or delete it occasionally.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the game, which is not necessarily the order they appear in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt;. See [[world token]] for an index that will help you look things up by token name. The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each of the following parameter descriptions.&lt;br /&gt;
&lt;br /&gt;
=== Parameter set title ===&lt;br /&gt;
This sets the name of the parameter set itself, as used in the list of sets (this has nothing to do with the name of the generated world).&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World dimensions ===&lt;br /&gt;
The size of the map for the current set can be changed by changing the Width and Height values at the top next to the set title. You will need to confirm this, since changing the dimensions of the world will change other parameters, because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Larger maps usually take longer to generate and may reduce [[Frames per second|FPS]] in-game, though this is really a matter of larger worlds usually having more civilizations, sites, historical figures, and events; restricting the number of those can speed up the process. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:257:257]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257, other values will use one of those. Changing the size in the file without adjusting other parameters can cause many rejections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
Enables the use of, and specifies seed values for, different parts of the world generation process. Just entering a specific seed does not enable it, that must be done separately, although using the box at the top to set all the seeds to the same value does enable them all. Enabling a seed puts the token in using what ever is in the text box below. If you enable a seed, but do not enter a seed, the string &amp;quot;Seed text&amp;quot; will be used (&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:Seed text]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;). Trying to use a &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; in the string in the file will end the seed there, since it closes the token, any text after that will be ignored. Normally, just leave these set to Random, unless trying to reproduce the results of a previous world generation. See also the [[Advanced_world_generation#Seed_notes|seed notes section]] above.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used, and the first seed is not used to generate the others. The seeds used are output to [[gamelog.txt]] when world generation starts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World name ===&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world, or leave the value blank for a random one. (The [[DFHack]] utility adds an option to rename the world using the in-game languages.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
The number of points for equipment and animals when embarking in fortress mode (there is no equivalent setting for adventure mode). Normally, the default of 1504 is fine, but can be increased for various purposes like experimentation or to help dwarves survive in a particularly evil world, or reduced for certain [[challenges]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
The maximum number of years generated for the world, although generation can be paused and the world used as is any time after the second year; the same as the [[World_generation#History|History]] parameter in basic world gen, except that you can enter an exact value. A too-short history can limit the materials available to civilizations, and [[Chosen|certain adventure mode features]] are only available after certain site events, while too long a history often leads to civilizations dying.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
A soft limit to the total number of [[historical figure]]s alive at the same time during generation across all civilizations, only preventing the birth of new historical figures.{{cite forum|140544/5701667}} Each civilization is allotted a percentage of the total by the percentage of sites they control.{{cite forum|159164/7553641}} Civilizations also have non-historical populations, and there is no setting to limit those (in early versions, all civilization members were historical figures, this is also why the name of this setting is misleading). Each [[entity]] also has limits from their raws, see the [[Entity_token#Population|population]] entity tokens, and setting this to unlimited will not remove those.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can slow generation and the game in general.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[tower_(necromancy)|tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;br /&gt;
&lt;br /&gt;
Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
{{main|Historical figure}}&lt;br /&gt;
Whether to remove unimportant dead historical figures after history generation; a short CPU-intensive step, but saves space which can speed up loading, saving, and running games with large histories. Legends mode will refer to culled creatures as &amp;quot;an unknown creature&amp;quot;, and they will not appear in engravings, but likely would not have anyway.&lt;br /&gt;
&lt;br /&gt;
Exactly what is considered important is not clear. A member of an abstract group killing a named creature is not. Creating an artifact is not, even if that artifact had important history.&amp;lt;!--52.05, silver war hammer created and claimed as family heirloom by an unknown creature in a dwarven fortress that later breached, named demon killed 55 with it, including 9 histfigs. If it were just a normal war hammer that got named, it would say that, not created and claimed.--&amp;gt; Unculled historical figures can have parentage described as &amp;quot;The identity of&amp;quot; that parent &amp;quot;has been lost to time&amp;quot;, so just having children is not, though having living direct relations seems to prevent culling.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These set limits and variance for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery which determines how those values are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. By ''subtly'' tweaking the min and max values, vastly different maps can be made. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so you may want to use [[#Terrain Mesh Sizes and Weights|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum Number of Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world. Usually, you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks, which can raise the number of above ground Z-levels - in other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels, but it might increase the number of Z-levels somewhat in some regions compared to others. Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans, as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains, as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
* Mountain peaks can only form at elevations of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
{{main|Climate|Temperature}}&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. The temperature scale used in this setting is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;.{{cite forum|169696/8395484}} This scale doesn't seem to be used anywhere else in the game. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
Elves can spawn where the temperature is 10 degrees or warmer, and humans can spawn where the temperature is 0 degrees or warmer.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Range Weights ===&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high (mountains) or very low (oceans) and the space between them is smoothed out.]]&lt;br /&gt;
These parameters influence the relative proportions of terrain feature ranges, without making other ranges impossible. For example, to have many more low-elevation squares exist, without making it impossible for high elevations; this makes changing these parameters often preferable to simply changing the above min/max values. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
# Divide the world into a grid of quantity &amp;lt;code&amp;gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; areas in both X and Y direction.&lt;br /&gt;
# At each grid intersection, set the value according to the weighted ranges.&lt;br /&gt;
# Smooth out the areas between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the &amp;lt;code&amp;gt;[[world_gen.txt]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Weighted Ranges ====&lt;br /&gt;
Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3), including the outer-most corners. The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;br /&gt;
&lt;br /&gt;
Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those, or in other words, using a 1×1 grid for square worlds; while for rectangular worlds, using the same ratio as the world dimensions with 1 in the narrow dimension (for example, a 1×16 grid for a 17×257 world).&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values. Setting all the weights to None just puts them all at the same weight, the same as the default of all at 1.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between these and Variances ====&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too high, the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting (reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak) but other than that, they don't appear to &amp;quot;do&amp;quot; anything special.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected, as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X/Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
The game will attempt to place this many volcanoes, but there must be at least this many squares with a volcanism of 100, if there are not the world will be rejected. Therefore, [[Advanced_world_generation#Volcanism|maximum volcanism]] above must be set to 100, and adjusting the [[Advanced_world_generation#Configuration_Tokens_2|volcanism weighted range]] above for 80-100 to a higher value can increase the number of those squares.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
Controls the frequency at which minerals occur; setting this value higher will decrease both the number of different types and amounts of ore and gems present on a map. The default value will result in a variety of metal ores, while the old default of ''sparse'' would be only a few ores, which may be limiting until other metals can be requested and traded for. Note that abundances are limited by removing large cluster and/or vein spawn types from certain z-levels entirely, which can counterintuitively increase the abundance of one specific ore or mineral. The abundance of small cluster deposits (including gemstones) is not significantly affected, only the variety of types.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_world_generation_menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions). (The chart legend has an error, the first &amp;quot;Pot.(Types)&amp;quot; should read &amp;quot;Pot.(Amount)&amp;quot;.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Real-world extinct creatures ===&lt;br /&gt;
Controls if and where extinct animals and animal people can exist; either not at all, in [[savage]] or [[Surroundings#Neutral|wilderness]] areas, or as [[domestic animal]]s in civilizations.{{v|53.15}}&lt;br /&gt;
This world gen setting also affects the following:&lt;br /&gt;
All non-extinct settings give - in vanilla -  elven and human civilizations who do settle in an area (during world gen), where the surroundings include dinosaurs the possibility to pick such dinos, which are land-based, above ground, non-vermin creatures, as (exotic) pets (and thus gain that dino as domesticated), with elves being notoriously better at this then humans (and more often then not even consider animals with the &amp;quot;exotic pet&amp;quot; token as normal &amp;quot;pets&amp;quot;). Dwarves, when settling in an area (in world gen), will usually - if at all - only pick any pack animals from the above ground surroundings as new domesticated animals (if any), thus they may only possibly gain dinos, which are also pack animals, by settling additional sites in world gen. Goblins do not gain any new domesticated above-ground animals by settling new sites. In addition, the domesticated option gives - in vanilla - dwarven, elven and human civilisation the possibility to pick dinos as domesticated animals (at the start of world generation), but these animals are currently - at least for dwarven civs - not added to resources.animals.pet_races (or resources.animals.exotic_pet_races) only to resources.animals.mount_races, resources.animals.pack_animal_races, resources.animals.minion_races, resources.animals.wagon_puller_races (in all cases if the dino has the appropriate creature token, which is trainable, hunting trainable or war trainable) of the corresponding civ entity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:&amp;lt;option&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:UNTAMED_WILDS]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| EXTINCT, ISOLATED, UNTAMED_WILDS, WILDERNESS, or DOMESTICATED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.&lt;br /&gt;
&lt;br /&gt;
This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations.{{cite forum|112465/7392706}} You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
In vanilla, there are only 82 possible unique werebeast species. Any further species will generate as wereblobs.{{bug|13308}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] that can exist in the world. Setting this to zero should prevent any mummy from appearing{{verify}}, but it will not prevent the creation of [[tomb]]s.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies how many [[Weather#Evil weather|various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. It is generally advised to keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Mythical Materials ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Mythical Healing ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area. Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;. Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three - setting it to lower values could help FPS.  Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness min/max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines the minimum and maximum percentage of water each cavern can contain.&lt;br /&gt;
&lt;br /&gt;
Caverns with a water level of 10 or higher can support creatures and plants from the &amp;quot;Subterranean Water&amp;quot; biome, and caverns with a water level of 90 or lower can support the &amp;quot;Subterranean Chasm&amp;quot; biome; levels of 10-90 support ''both'' biomes, while levels below 10 or above 90 support only one.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3) The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' that many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain. May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Maximum Natural Cave Size ===&lt;br /&gt;
It's not clear what effect these currently have, other than changing them can change the location of caves somewhat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Caves ===&lt;br /&gt;
The number of caves generated in mountainous and non-mountainous regions, mountain caves will always be generated on the edge of mountain ranges next to non-mountainous regions. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not initially a [[lair]], although beasts can later use them as their lair.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Mythical Sites ===&lt;br /&gt;
The number of [[mysterious dungeon|mysterious sites]] generated around the world. The extended effects of setting this to 0 has not been determined{{verify|is chosen still available? is quest still given? etc.}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Make Caves Visible ===&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
If enabled, you will be able to see the underground tunnels often built by dwarves on the world map, and they will appear as black lines, similar to roads.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. Goblin civilizations require multiple demons, see the [[#Number_of_Demon_Types|number of demon types]] section above.&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Parameter set examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.&lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316522</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316522"/>
		<updated>2026-06-29T10:09:00Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Minimum Mountain Peak Number */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''(Click to enlarge)''&amp;lt;/small&amp;gt;]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
There are multiple default sets of all the advanced world generation parameters hard-coded in ''Dwarf Fortress'', which will be overridden by the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main ''Dwarf Fortress'' directory, if it exists. It does not exist by default, you must create it, either by saving the default sets, or saving a copy from the [[world_gen.txt]] wiki page or elsewhere. This file can then be edited with a text editor, and you can copy and paste other players' sets of parameters into it. For sources of such parameter sets see [[Advanced_world_generation#Parameter_set_examples|Parameter set examples]] below.&lt;br /&gt;
&lt;br /&gt;
To get back the default sets, move the existing &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; to somewhere else (like Documents), or delete it if you do not want to keep the changes, then load the sets in the game, it will then use the hardcoded defaults.&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
First, there is a line of text inputs and buttons along the top of the screen, from left to right:&lt;br /&gt;
* The drop down menu of currently defined parameter sets, click the down arrow to select a set that you want to work with. The currently selected set can be renamed by clicking the current name or the [[File:Quill.png]] button. The first set in the file is selected by default, usually &amp;quot;LARGE ISLAND&amp;quot;. See [[#Parameter set title|Parameter set title]].&lt;br /&gt;
* The dimensions of the world for the selected set, see [[#World dimensions|World dimensions]].&lt;br /&gt;
* A text entry box to set all of the seed options to the same seed, will show &amp;quot;Random seed&amp;quot;, &amp;quot;Various seeds&amp;quot;, or, if all four seeds are set to use the same value, that value. See [[Advanced_world_generation#Seed_values|Seed values]] and [[Advanced_world_generation#Seed_values|Seed notes]].&lt;br /&gt;
* The Copy Button to make a copy of the currently selected set and appends it to the bottom of the list.&lt;br /&gt;
* The red Delete button to delete the currently selected set, you will be prompted to confirm the deletion.&lt;br /&gt;
* The New parameter set to create a new parameter set and appends it to the bottom of the list. This seems to just copy the default &amp;quot;LARGE REGION&amp;quot; set.&lt;br /&gt;
* The Save button to save all of the current sets to the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
* The Load button to load from the same file, there is no confirmation, '''any unsaved changes will be lost'''. If that file does not exist, this resets all of the sets to the defaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the middle is the parameters themselves, with a scroll bar to the right. Each row of the list can include:&lt;br /&gt;
* The name of the option&lt;br /&gt;
* The range of accepted values; not every option has this, and does not always match the displayed value, for example &amp;quot;0 to 1&amp;quot; might show as &amp;quot;No&amp;quot; and &amp;quot;Yes&amp;quot;.&lt;br /&gt;
:* Sometimes the range might not initially show on rows that it should, reloading the sets with the Load button sometimes fixes that.{{bug|13176}}&lt;br /&gt;
* A plus button to increase the value or cycle through options, when applicable (this button will be missing if the range is missing.)&lt;br /&gt;
* The current value; can be clicked to edit, to actually set a value you must press {{k|enter}}, without doing that, clicking another entry box or right clicking will instead reset to the currently set value.&lt;br /&gt;
* An edit button to show that the previous box is editable, same as clicking on the text box.&lt;br /&gt;
* A minus button to decrease the value or cycle through options, when applicable (this button will be missing if the range is missing).&lt;br /&gt;
* A red button to disable this parameter, when applicable, usually setting the value to 0, or -1.&lt;br /&gt;
&lt;br /&gt;
{{notice bar|bgcolor=#faa|bordercolor=#f00|All of the buttons below leave this screen and do not prompt to save the sets, so unsaved changes may be lost.}}&lt;br /&gt;
At the bottom right are 3 or 4 more buttons:&lt;br /&gt;
* The Create world button to do just that using the currently selected set, '''unsaved changes are lost'''.&lt;br /&gt;
* The Basic options button to go back to the normal world generation screen, unsaved changes are not lost if you come directly back to Detailed mode.&lt;br /&gt;
* The [[Mods]] button to go to the mod selection screen, unsaved changes are not lost if you come directly back to Detailed mode. Only shown if mods are available.&lt;br /&gt;
* Back to main menu button to do just that, '''unsaved changes are lost'''.&lt;br /&gt;
&lt;br /&gt;
=== World painter ===&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool is not in the current version of ''Dwarf Fortress''; it allowed you to paint features onto a map. '''However''', those maps can still be used when generating a world by pasting world painter parameter set maps created in old versions into the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file. [[Utilities#Perfect_World_DF|Perfect World DF]] is a utility that uses the same parameter functionality as the world painter to paint a map, and it also can work with the current version of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
You can either use an already-defined parameter set, or you can edit them, though it is highly suggested to edit a copy of one of the defaults. Once you are happy with the parameters you should save the values you just edited before you click the Create world button. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== Seed notes ==&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history.{{bug|6934}} Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
The way that a world is generated can also be affected by certain world tokens. Changing them causes that code to use more or fewer PRNG values, causing later uses to get different parts of the sequence. So, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which use the PRNG values in ways that changing them will likely cause broader changes:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X]&lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;br /&gt;
&lt;br /&gt;
When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt]]; they can also be found with &amp;lt;code&amp;gt;gui/gm-editor world.worldgen.worldgen_parms&amp;lt;/code&amp;gt; in [[DFHack]].&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south, or cold at both. Minimum, maximum and X,Y variance can drastically alter the world.&lt;br /&gt;
&lt;br /&gt;
'''Weighted meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. They can be used to set the specific distribution of different elevations or rainfall areas for example.&lt;br /&gt;
&lt;br /&gt;
'''Feature parameters''': such as rivers, mountain peaks, volcanoes, and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.&lt;br /&gt;
&lt;br /&gt;
'''Rejection parameters''': ''Dwarf Fortress'' uses a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it does not meet certain criteria. There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types, etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [[World rejection]].&lt;br /&gt;
&lt;br /&gt;
Leaving tokens out of a set in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; will cause the game to use default values which are not adjusted for smaller world sizes, this may cause smaller worlds to always be rejected.&lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, there is also a [[Settings#Feature_toggles|game setting]] that will log the rejection reasons to ``[[map_rejection_log.txt]]``. With that information you can then either adjust the rejection parameters to allow those worlds, or the other parameters to prevent them from trying to generate. ''Dwarf Fortress'' will keep adding to the file, so you may want to trim or delete it occasionally.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the game, which is not necessarily the order they appear in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt;. See [[world token]] for an index that will help you look things up by token name. The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each of the following parameter descriptions.&lt;br /&gt;
&lt;br /&gt;
=== Parameter set title ===&lt;br /&gt;
This sets the name of the parameter set itself, as used in the list of sets (this has nothing to do with the name of the generated world).&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World dimensions ===&lt;br /&gt;
The size of the map for the current set can be changed by changing the Width and Height values at the top next to the set title. You will need to confirm this, since changing the dimensions of the world will change other parameters, because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Larger maps usually take longer to generate and may reduce [[Frames per second|FPS]] in-game, though this is really a matter of larger worlds usually having more civilizations, sites, historical figures, and events; restricting the number of those can speed up the process. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:257:257]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257, other values will use one of those. Changing the size in the file without adjusting other parameters can cause many rejections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
Enables the use of, and specifies seed values for, different parts of the world generation process. Just entering a specific seed does not enable it, that must be done separately, although using the box at the top to set all the seeds to the same value does enable them all. Enabling a seed puts the token in using what ever is in the text box below. If you enable a seed, but do not enter a seed, the string &amp;quot;Seed text&amp;quot; will be used (&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:Seed text]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;). Trying to use a &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; in the string in the file will end the seed there, since it closes the token, any text after that will be ignored. Normally, just leave these set to Random, unless trying to reproduce the results of a previous world generation. See also the [[Advanced_world_generation#Seed_notes|seed notes section]] above.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used, and the first seed is not used to generate the others. The seeds used are output to [[gamelog.txt]] when world generation starts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World name ===&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world, or leave the value blank for a random one. (The [[DFHack]] utility adds an option to rename the world using the in-game languages.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
The number of points for equipment and animals when embarking in fortress mode (there is no equivalent setting for adventure mode). Normally, the default of 1504 is fine, but can be increased for various purposes like experimentation or to help dwarves survive in a particularly evil world, or reduced for certain [[challenges]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
The maximum number of years generated for the world, although generation can be paused and the world used as is any time after the second year; the same as the [[World_generation#History|History]] parameter in basic world gen, except that you can enter an exact value. A too-short history can limit the materials available to civilizations, and [[Chosen|certain adventure mode features]] are only available after certain site events, while too long a history often leads to civilizations dying.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
A soft limit to the total number of [[historical figure]]s alive at the same time during generation across all civilizations, only preventing the birth of new historical figures.{{cite forum|140544/5701667}} Each civilization is allotted a percentage of the total by the percentage of sites they control.{{cite forum|159164/7553641}} Civilizations also have non-historical populations, and there is no setting to limit those (in early versions, all civilization members were historical figures, this is also why the name of this setting is misleading). Each [[entity]] also has limits from their raws, see the [[Entity_token#Population|population]] entity tokens, and setting this to unlimited will not remove those.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can slow generation and the game in general.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[tower_(necromancy)|tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;br /&gt;
&lt;br /&gt;
Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
{{main|Historical figure}}&lt;br /&gt;
Whether to remove unimportant dead historical figures after history generation; a short CPU-intensive step, but saves space which can speed up loading, saving, and running games with large histories. Legends mode will refer to culled creatures as &amp;quot;an unknown creature&amp;quot;, and they will not appear in engravings, but likely would not have anyway.&lt;br /&gt;
&lt;br /&gt;
Exactly what is considered important is not clear. A member of an abstract group killing a named creature is not. Creating an artifact is not, even if that artifact had important history.&amp;lt;!--52.05, silver war hammer created and claimed as family heirloom by an unknown creature in a dwarven fortress that later breached, named demon killed 55 with it, including 9 histfigs. If it were just a normal war hammer that got named, it would say that, not created and claimed.--&amp;gt; Unculled historical figures can have parentage described as &amp;quot;The identity of&amp;quot; that parent &amp;quot;has been lost to time&amp;quot;, so just having children is not, though having living direct relations seems to prevent culling.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These set limits and variance for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery which determines how those values are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. By ''subtly'' tweaking the min and max values, vastly different maps can be made. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so you may want to use [[#Terrain Mesh Sizes and Weights|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum Number of Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world. Usually, you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks, which can raise the number of above ground Z-levels - in other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels, but it might increase the number of Z-levels somewhat in some regions compared to others. Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans, as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains, as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
* Mountain peaks can only form at elevations of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
{{main|Climate|Temperature}}&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. The temperature scale used in this setting is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;.{{cite forum|169696/8395484}} This scale doesn't seem to be used anywhere else in the game. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
Elves can spawn where the temperature is 10 degrees or warmer, and humans can spawn where the temperature is 0 degrees or warmer.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Range Weights ===&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high (mountains) or very low (oceans) and the space between them is smoothed out.]]&lt;br /&gt;
These parameters influence the relative proportions of terrain feature ranges, without making other ranges impossible. For example, to have many more low-elevation squares exist, without making it impossible for high elevations; this makes changing these parameters often preferable to simply changing the above min/max values. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
# Divide the world into a grid of quantity &amp;lt;code&amp;gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; areas in both X and Y direction.&lt;br /&gt;
# At each grid intersection, set the value according to the weighted ranges.&lt;br /&gt;
# Smooth out the areas between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the &amp;lt;code&amp;gt;[[world_gen.txt]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Weighted Ranges ====&lt;br /&gt;
Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3), including the outer-most corners. The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;br /&gt;
&lt;br /&gt;
Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those, or in other words, using a 1×1 grid for square worlds; while for rectangular worlds, using the same ratio as the world dimensions with 1 in the narrow dimension (for example, a 1×16 grid for a 17×257 world).&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values. Setting all the weights to None just puts them all at the same weight, the same as the default of all at 1.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between these and Variances ====&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too high, the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting (reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak) but other than that, they don't appear to &amp;quot;do&amp;quot; anything special.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X/Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
The game will attempt to place this many volcanoes, but there must be at least this many squares with a volcanism of 100, if there are not the world will be rejected. Therefore, [[Advanced_world_generation#Volcanism|maximum volcanism]] above must be set to 100, and adjusting the [[Advanced_world_generation#Configuration_Tokens_2|volcanism weighted range]] above for 80-100 to a higher value can increase the number of those squares.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
Controls the frequency at which minerals occur; setting this value higher will decrease both the number of different types and amounts of ore and gems present on a map. The default value will result in a variety of metal ores, while the old default of ''sparse'' would be only a few ores, which may be limiting until other metals can be requested and traded for. Note that abundances are limited by removing large cluster and/or vein spawn types from certain z-levels entirely, which can counterintuitively increase the abundance of one specific ore or mineral. The abundance of small cluster deposits (including gemstones) is not significantly affected, only the variety of types.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_world_generation_menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions). (The chart legend has an error, the first &amp;quot;Pot.(Types)&amp;quot; should read &amp;quot;Pot.(Amount)&amp;quot;.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Real-world extinct creatures ===&lt;br /&gt;
Controls if and where extinct animals and animal people can exist; either not at all, in [[savage]] or [[Surroundings#Neutral|wilderness]] areas, or as [[domestic animal]]s in civilizations.{{v|53.15}}&lt;br /&gt;
This world gen setting also affects the following:&lt;br /&gt;
All non-extinct settings give - in vanilla -  elven and human civilizations who do settle in an area (during world gen), where the surroundings include dinosaurs the possibility to pick such dinos, which are land-based, above ground, non-vermin creatures, as (exotic) pets (and thus gain that dino as domesticated), with elves being notoriously better at this then humans (and more often then not even consider animals with the &amp;quot;exotic pet&amp;quot; token as normal &amp;quot;pets&amp;quot;). Dwarves, when settling in an area (in world gen), will usually - if at all - only pick any pack animals from the above ground surroundings as new domesticated animals (if any), thus they may only possibly gain dinos, which are also pack animals, by settling additional sites in world gen. Goblins do not gain any new domesticated above-ground animals by settling new sites. In addition, the domesticated option gives - in vanilla - dwarven, elven and human civilisation the possibility to pick dinos as domesticated animals (at the start of world generation), but these animals are currently - at least for dwarven civs - not added to resources.animals.pet_races (or resources.animals.exotic_pet_races) only to resources.animals.mount_races, resources.animals.pack_animal_races, resources.animals.minion_races, resources.animals.wagon_puller_races (in all cases if the dino has the appropriate creature token, which is trainable, hunting trainable or war trainable) of the corresponding civ entity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:&amp;lt;option&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:UNTAMED_WILDS]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| EXTINCT, ISOLATED, UNTAMED_WILDS, WILDERNESS, or DOMESTICATED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.&lt;br /&gt;
&lt;br /&gt;
This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations.{{cite forum|112465/7392706}} You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
In vanilla, there are only 82 possible unique werebeast species. Any further species will generate as wereblobs.{{bug|13308}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] that can exist in the world. Setting this to zero should prevent any mummy from appearing{{verify}}, but it will not prevent the creation of [[tomb]]s.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies how many [[Weather#Evil weather|various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. It is generally advised to keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Mythical Materials ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Mythical Healing ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area. Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;. Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three - setting it to lower values could help FPS.  Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness min/max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines the minimum and maximum percentage of water each cavern can contain.&lt;br /&gt;
&lt;br /&gt;
Caverns with a water level of 10 or higher can support creatures and plants from the &amp;quot;Subterranean Water&amp;quot; biome, and caverns with a water level of 90 or lower can support the &amp;quot;Subterranean Chasm&amp;quot; biome; levels of 10-90 support ''both'' biomes, while levels below 10 or above 90 support only one.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3) The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' that many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain. May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Maximum Natural Cave Size ===&lt;br /&gt;
It's not clear what effect these currently have, other than changing them can change the location of caves somewhat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Caves ===&lt;br /&gt;
The number of caves generated in mountainous and non-mountainous regions, mountain caves will always be generated on the edge of mountain ranges next to non-mountainous regions. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not initially a [[lair]], although beasts can later use them as their lair.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Mythical Sites ===&lt;br /&gt;
The number of [[mysterious dungeon|mysterious sites]] generated around the world. The extended effects of setting this to 0 has not been determined{{verify|is chosen still available? is quest still given? etc.}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Make Caves Visible ===&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
If enabled, you will be able to see the underground tunnels often built by dwarves on the world map, and they will appear as black lines, similar to roads.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. Goblin civilizations require multiple demons, see the [[#Number_of_Demon_Types|number of demon types]] section above.&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Parameter set examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.&lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316521</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=316521"/>
		<updated>2026-06-29T10:04:41Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Real-world extinct creatures */ fix SPAG and other sillinesses by Anon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''(Click to enlarge)''&amp;lt;/small&amp;gt;]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
There are multiple default sets of all the advanced world generation parameters hard-coded in ''Dwarf Fortress'', which will be overridden by the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main ''Dwarf Fortress'' directory, if it exists. It does not exist by default, you must create it, either by saving the default sets, or saving a copy from the [[world_gen.txt]] wiki page or elsewhere. This file can then be edited with a text editor, and you can copy and paste other players' sets of parameters into it. For sources of such parameter sets see [[Advanced_world_generation#Parameter_set_examples|Parameter set examples]] below.&lt;br /&gt;
&lt;br /&gt;
To get back the default sets, move the existing &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; to somewhere else (like Documents), or delete it if you do not want to keep the changes, then load the sets in the game, it will then use the hardcoded defaults.&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
First, there is a line of text inputs and buttons along the top of the screen, from left to right:&lt;br /&gt;
* The drop down menu of currently defined parameter sets, click the down arrow to select a set that you want to work with. The currently selected set can be renamed by clicking the current name or the [[File:Quill.png]] button. The first set in the file is selected by default, usually &amp;quot;LARGE ISLAND&amp;quot;. See [[#Parameter set title|Parameter set title]].&lt;br /&gt;
* The dimensions of the world for the selected set, see [[#World dimensions|World dimensions]].&lt;br /&gt;
* A text entry box to set all of the seed options to the same seed, will show &amp;quot;Random seed&amp;quot;, &amp;quot;Various seeds&amp;quot;, or, if all four seeds are set to use the same value, that value. See [[Advanced_world_generation#Seed_values|Seed values]] and [[Advanced_world_generation#Seed_values|Seed notes]].&lt;br /&gt;
* The Copy Button to make a copy of the currently selected set and appends it to the bottom of the list.&lt;br /&gt;
* The red Delete button to delete the currently selected set, you will be prompted to confirm the deletion.&lt;br /&gt;
* The New parameter set to create a new parameter set and appends it to the bottom of the list. This seems to just copy the default &amp;quot;LARGE REGION&amp;quot; set.&lt;br /&gt;
* The Save button to save all of the current sets to the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
* The Load button to load from the same file, there is no confirmation, '''any unsaved changes will be lost'''. If that file does not exist, this resets all of the sets to the defaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the middle is the parameters themselves, with a scroll bar to the right. Each row of the list can include:&lt;br /&gt;
* The name of the option&lt;br /&gt;
* The range of accepted values; not every option has this, and does not always match the displayed value, for example &amp;quot;0 to 1&amp;quot; might show as &amp;quot;No&amp;quot; and &amp;quot;Yes&amp;quot;.&lt;br /&gt;
:* Sometimes the range might not initially show on rows that it should, reloading the sets with the Load button sometimes fixes that.{{bug|13176}}&lt;br /&gt;
* A plus button to increase the value or cycle through options, when applicable (this button will be missing if the range is missing.)&lt;br /&gt;
* The current value; can be clicked to edit, to actually set a value you must press {{k|enter}}, without doing that, clicking another entry box or right clicking will instead reset to the currently set value.&lt;br /&gt;
* An edit button to show that the previous box is editable, same as clicking on the text box.&lt;br /&gt;
* A minus button to decrease the value or cycle through options, when applicable (this button will be missing if the range is missing).&lt;br /&gt;
* A red button to disable this parameter, when applicable, usually setting the value to 0, or -1.&lt;br /&gt;
&lt;br /&gt;
{{notice bar|bgcolor=#faa|bordercolor=#f00|All of the buttons below leave this screen and do not prompt to save the sets, so unsaved changes may be lost.}}&lt;br /&gt;
At the bottom right are 3 or 4 more buttons:&lt;br /&gt;
* The Create world button to do just that using the currently selected set, '''unsaved changes are lost'''.&lt;br /&gt;
* The Basic options button to go back to the normal world generation screen, unsaved changes are not lost if you come directly back to Detailed mode.&lt;br /&gt;
* The [[Mods]] button to go to the mod selection screen, unsaved changes are not lost if you come directly back to Detailed mode. Only shown if mods are available.&lt;br /&gt;
* Back to main menu button to do just that, '''unsaved changes are lost'''.&lt;br /&gt;
&lt;br /&gt;
=== World painter ===&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool is not in the current version of ''Dwarf Fortress''; it allowed you to paint features onto a map. '''However''', those maps can still be used when generating a world by pasting world painter parameter set maps created in old versions into the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file. [[Utilities#Perfect_World_DF|Perfect World DF]] is a utility that uses the same parameter functionality as the world painter to paint a map, and it also can work with the current version of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
You can either use an already-defined parameter set, or you can edit them, though it is highly suggested to edit a copy of one of the defaults. Once you are happy with the parameters you should save the values you just edited before you click the Create world button. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== Seed notes ==&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history.{{bug|6934}} Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
The way that a world is generated can also be affected by certain world tokens. Changing them causes that code to use more or fewer PRNG values, causing later uses to get different parts of the sequence. So, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which use the PRNG values in ways that changing them will likely cause broader changes:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X]&lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;br /&gt;
&lt;br /&gt;
When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt]]; they can also be found with &amp;lt;code&amp;gt;gui/gm-editor world.worldgen.worldgen_parms&amp;lt;/code&amp;gt; in [[DFHack]].&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south, or cold at both. Minimum, maximum and X,Y variance can drastically alter the world.&lt;br /&gt;
&lt;br /&gt;
'''Weighted meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. They can be used to set the specific distribution of different elevations or rainfall areas for example.&lt;br /&gt;
&lt;br /&gt;
'''Feature parameters''': such as rivers, mountain peaks, volcanoes, and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.&lt;br /&gt;
&lt;br /&gt;
'''Rejection parameters''': ''Dwarf Fortress'' uses a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it does not meet certain criteria. There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types, etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [[World rejection]].&lt;br /&gt;
&lt;br /&gt;
Leaving tokens out of a set in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; will cause the game to use default values which are not adjusted for smaller world sizes, this may cause smaller worlds to always be rejected.&lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, there is also a [[Settings#Feature_toggles|game setting]] that will log the rejection reasons to ``[[map_rejection_log.txt]]``. With that information you can then either adjust the rejection parameters to allow those worlds, or the other parameters to prevent them from trying to generate. ''Dwarf Fortress'' will keep adding to the file, so you may want to trim or delete it occasionally.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the game, which is not necessarily the order they appear in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt;. See [[world token]] for an index that will help you look things up by token name. The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each of the following parameter descriptions.&lt;br /&gt;
&lt;br /&gt;
=== Parameter set title ===&lt;br /&gt;
This sets the name of the parameter set itself, as used in the list of sets (this has nothing to do with the name of the generated world).&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World dimensions ===&lt;br /&gt;
The size of the map for the current set can be changed by changing the Width and Height values at the top next to the set title. You will need to confirm this, since changing the dimensions of the world will change other parameters, because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Larger maps usually take longer to generate and may reduce [[Frames per second|FPS]] in-game, though this is really a matter of larger worlds usually having more civilizations, sites, historical figures, and events; restricting the number of those can speed up the process. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:257:257]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257, other values will use one of those. Changing the size in the file without adjusting other parameters can cause many rejections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
Enables the use of, and specifies seed values for, different parts of the world generation process. Just entering a specific seed does not enable it, that must be done separately, although using the box at the top to set all the seeds to the same value does enable them all. Enabling a seed puts the token in using what ever is in the text box below. If you enable a seed, but do not enter a seed, the string &amp;quot;Seed text&amp;quot; will be used (&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:Seed text]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;). Trying to use a &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; in the string in the file will end the seed there, since it closes the token, any text after that will be ignored. Normally, just leave these set to Random, unless trying to reproduce the results of a previous world generation. See also the [[Advanced_world_generation#Seed_notes|seed notes section]] above.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used, and the first seed is not used to generate the others. The seeds used are output to [[gamelog.txt]] when world generation starts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;text&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World name ===&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world, or leave the value blank for a random one. (The [[DFHack]] utility adds an option to rename the world using the in-game languages.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:&amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
The number of points for equipment and animals when embarking in fortress mode (there is no equivalent setting for adventure mode). Normally, the default of 1504 is fine, but can be increased for various purposes like experimentation or to help dwarves survive in a particularly evil world, or reduced for certain [[challenges]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
The maximum number of years generated for the world, although generation can be paused and the world used as is any time after the second year; the same as the [[World_generation#History|History]] parameter in basic world gen, except that you can enter an exact value. A too-short history can limit the materials available to civilizations, and [[Chosen|certain adventure mode features]] are only available after certain site events, while too long a history often leads to civilizations dying.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2 to 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
A soft limit to the total number of [[historical figure]]s alive at the same time during generation across all civilizations, only preventing the birth of new historical figures.{{cite forum|140544/5701667}} Each civilization is allotted a percentage of the total by the percentage of sites they control.{{cite forum|159164/7553641}} Civilizations also have non-historical populations, and there is no setting to limit those (in early versions, all civilization members were historical figures, this is also why the name of this setting is misleading). Each [[entity]] also has limits from their raws, see the [[Entity_token#Population|population]] entity tokens, and setting this to unlimited will not remove those.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can slow generation and the game in general.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[tower_(necromancy)|tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;br /&gt;
&lt;br /&gt;
Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| -1 to 100,000, -1 is no limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
{{main|Historical figure}}&lt;br /&gt;
Whether to remove unimportant dead historical figures after history generation; a short CPU-intensive step, but saves space which can speed up loading, saving, and running games with large histories. Legends mode will refer to culled creatures as &amp;quot;an unknown creature&amp;quot;, and they will not appear in engravings, but likely would not have anyway.&lt;br /&gt;
&lt;br /&gt;
Exactly what is considered important is not clear. A member of an abstract group killing a named creature is not. Creating an artifact is not, even if that artifact had important history.&amp;lt;!--52.05, silver war hammer created and claimed as family heirloom by an unknown creature in a dwarven fortress that later breached, named demon killed 55 with it, including 9 histfigs. If it were just a normal war hammer that got named, it would say that, not created and claimed.--&amp;gt; Unculled historical figures can have parentage described as &amp;quot;The identity of&amp;quot; that parent &amp;quot;has been lost to time&amp;quot;, so just having children is not, though having living direct relations seems to prevent culling.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These set limits and variance for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery which determines how those values are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. By ''subtly'' tweaking the min and max values, vastly different maps can be made. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so you may want to use [[#Terrain Mesh Sizes and Weights|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum Number of Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world. Usually, you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks, which can raise the number of above ground Z-levels - in other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels, but it might increase the number of Z-levels somewhat in some regions compared to others. Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans, as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains, as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
* Mountain peaks can only form at elevations of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
{{main|Climate|Temperature}}&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. The temperature scale used in this setting is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;.{{cite forum|169696/8395484}} This scale doesn't seem to be used anywhere else in the game. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
Elves can spawn where the temperature is 10 degrees or warmer, and humans can spawn where the temperature is 0 degrees or warmer.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Range Weights ===&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high (mountains) or very low (oceans) and the space between them is smoothed out.]]&lt;br /&gt;
These parameters influence the relative proportions of terrain feature ranges, without making other ranges impossible. For example, to have many more low-elevation squares exist, without making it impossible for high elevations; this makes changing these parameters often preferable to simply changing the above min/max values. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
# Divide the world into a grid of quantity &amp;lt;code&amp;gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; areas in both X and Y direction.&lt;br /&gt;
# At each grid intersection, set the value according to the weighted ranges.&lt;br /&gt;
# Smooth out the areas between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the &amp;lt;code&amp;gt;[[world_gen.txt]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Weighted Ranges ====&lt;br /&gt;
Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3), including the outer-most corners. The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;br /&gt;
&lt;br /&gt;
Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those, or in other words, using a 1×1 grid for square worlds; while for rectangular worlds, using the same ratio as the world dimensions with 1 in the narrow dimension (for example, a 1×16 grid for a 17×257 world).&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values. Setting all the weights to None just puts them all at the same weight, the same as the default of all at 1.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between these and Variances ====&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too high, the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X/Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
The game will attempt to place this many volcanoes, but there must be at least this many squares with a volcanism of 100, if there are not the world will be rejected. Therefore, [[Advanced_world_generation#Volcanism|maximum volcanism]] above must be set to 100, and adjusting the [[Advanced_world_generation#Configuration_Tokens_2|volcanism weighted range]] above for 80-100 to a higher value can increase the number of those squares.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
Controls the frequency at which minerals occur; setting this value higher will decrease both the number of different types and amounts of ore and gems present on a map. The default value will result in a variety of metal ores, while the old default of ''sparse'' would be only a few ores, which may be limiting until other metals can be requested and traded for. Note that abundances are limited by removing large cluster and/or vein spawn types from certain z-levels entirely, which can counterintuitively increase the abundance of one specific ore or mineral. The abundance of small cluster deposits (including gemstones) is not significantly affected, only the variety of types.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_world_generation_menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions). (The chart legend has an error, the first &amp;quot;Pot.(Types)&amp;quot; should read &amp;quot;Pot.(Amount)&amp;quot;.)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Real-world extinct creatures ===&lt;br /&gt;
Controls if and where extinct animals and animal people can exist; either not at all, in [[savage]] or [[Surroundings#Neutral|wilderness]] areas, or as [[domestic animal]]s in civilizations.{{v|53.15}}&lt;br /&gt;
This world gen setting also affects the following:&lt;br /&gt;
All non-extinct settings give - in vanilla -  elven and human civilizations who do settle in an area (during world gen), where the surroundings include dinosaurs the possibility to pick such dinos, which are land-based, above ground, non-vermin creatures, as (exotic) pets (and thus gain that dino as domesticated), with elves being notoriously better at this then humans (and more often then not even consider animals with the &amp;quot;exotic pet&amp;quot; token as normal &amp;quot;pets&amp;quot;). Dwarves, when settling in an area (in world gen), will usually - if at all - only pick any pack animals from the above ground surroundings as new domesticated animals (if any), thus they may only possibly gain dinos, which are also pack animals, by settling additional sites in world gen. Goblins do not gain any new domesticated above-ground animals by settling new sites. In addition, the domesticated option gives - in vanilla - dwarven, elven and human civilisation the possibility to pick dinos as domesticated animals (at the start of world generation), but these animals are currently - at least for dwarven civs - not added to resources.animals.pet_races (or resources.animals.exotic_pet_races) only to resources.animals.mount_races, resources.animals.pack_animal_races, resources.animals.minion_races, resources.animals.wagon_puller_races (in all cases if the dino has the appropriate creature token, which is trainable, hunting trainable or war trainable) of the corresponding civ entity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:&amp;lt;option&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REAL_WORLD_EXTINCT:UNTAMED_WILDS]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| EXTINCT, ISOLATED, UNTAMED_WILDS, WILDERNESS, or DOMESTICATED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.&lt;br /&gt;
&lt;br /&gt;
This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations.{{cite forum|112465/7392706}} You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
In vanilla, there are only 82 possible unique werebeast species. Any further species will generate as wereblobs.{{bug|13308}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] that can exist in the world. Setting this to zero should prevent any mummy from appearing{{verify}}, but it will not prevent the creation of [[tomb]]s.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies how many [[Weather#Evil weather|various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. It is generally advised to keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Mythical Materials ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_MYTHICAL_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Mythical Healing ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_MYTHICAL_HEALING:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area. Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;. Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three - setting it to lower values could help FPS.  Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness min/max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min/max =====&lt;br /&gt;
&lt;br /&gt;
Determines the minimum and maximum percentage of water each cavern can contain.&lt;br /&gt;
&lt;br /&gt;
Caverns with a water level of 10 or higher can support creatures and plants from the &amp;quot;Subterranean Water&amp;quot; biome, and caverns with a water level of 90 or lower can support the &amp;quot;Subterranean Chasm&amp;quot; biome; levels of 10-90 support ''both'' biomes, while levels below 10 or above 90 support only one.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3) The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' that many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain. May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Maximum Natural Cave Size ===&lt;br /&gt;
It's not clear what effect these currently have, other than changing them can change the location of caves somewhat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Caves ===&lt;br /&gt;
The number of caves generated in mountainous and non-mountainous regions, mountain caves will always be generated on the edge of mountain ranges next to non-mountainous regions. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not initially a [[lair]], although beasts can later use them as their lair.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Mythical Sites ===&lt;br /&gt;
The number of [[mysterious dungeon|mysterious sites]] generated around the world. The extended effects of setting this to 0 has not been determined{{verify|is chosen still available? is quest still given? etc.}}.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MYTHICAL_SITE_NUM:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Make Caves Visible ===&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
If enabled, you will be able to see the underground tunnels often built by dwarves on the world map, and they will appear as black lines, similar to roads.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. Goblin civilizations require multiple demons, see the [[#Number_of_Demon_Types|number of demon types]] section above.&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Parameter set examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.&lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=316356</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=316356"/>
		<updated>2026-06-27T15:31:31Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Aquatic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|14:19, 12 February 2023 (UTC)}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
[[File:creatures_preview2.png|right]]In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.&lt;br /&gt;
&lt;br /&gt;
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question-mark placeholder may also be shown instead. Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).&lt;br /&gt;
&lt;br /&gt;
Nearly all creatures in the game, including [[Megabeast|very]] [[Giant sperm whale|large]] [[Sea serpent|ones]], take the space of a single tile, even if their [[Graphics|sprites]] imply otherwise ([[wagons]] being the only exception). There are 870 creatures in the game. In adventure mode, creatures can have different labels to differentiate similar ones from [[historical figure]]s. For example, a goblin may be labeled as a &amp;quot;white-haired goblin bowyer&amp;quot; while another would be a &amp;quot;high-cheekbones goblin bowyer&amp;quot;. There are also extinct creatures, which exist as a separate category, that can be completely removed from a world, only existing either in the wild or as domesticated beings, depending on the player's settings. Many of these extinct creatures are based on real-world prehistoric animals, and also - like the other animals in the game - exist in humanoid form.&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
&amp;lt;!--[[File:many_creatures_v50_preview.png|thumb|172px|right|Many creatures packed into one area, in the object testing arena.]]--&amp;gt;[[File:creatures_many.png|thumb|right|124px|Many creatures packed into one area, but in ASCII mode.]]The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token]]s in the [[raws]] that deal with creature spawning:&lt;br /&gt;
*&amp;lt;tt&amp;gt;[FREQUENCY:X]&amp;lt;/tt&amp;gt;: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. &lt;br /&gt;
*&amp;lt;tt&amp;gt;[CLUSTER_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines ''how many'' creatures will appear at one time on a map.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[POPULATION_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines the ''total number'' of this type of creature that can ''ever'' visit your fortress - the exact number varies, depending on the map.&lt;br /&gt;
 &lt;br /&gt;
For example, [[deer]] have a &amp;lt;tt&amp;gt;[POPULATION_NUMBER:15:30]&amp;lt;/tt&amp;gt;, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[premium version]].&lt;br /&gt;
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
* '''Name:''' The name of the creature as it displays in-game.&lt;br /&gt;
* '''Playable:''' If &amp;quot;No&amp;quot;, the creature is not playable in any modes. &amp;quot;Fort&amp;quot; indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). &amp;quot;Adv&amp;quot; indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.&lt;br /&gt;
* '''Hostile:''' If &amp;quot;Yes&amp;quot;, then the creature will attack on sight,{{verify}} if &amp;quot;No&amp;quot; then the creature is either neutral, or friendly -  mindless [[undead]] creatures are always hostile to living things.&lt;br /&gt;
* '''Food Source:''' If &amp;quot;Yes&amp;quot;, then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.&lt;br /&gt;
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]], to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
* '''Pet Value:''' This is the base value that the creature and its butchering products can be bought and sold for during [[trading]].&lt;br /&gt;
* '''Biome:''' Where the creature can be found.&lt;br /&gt;
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
Note: If you wish to view alternate ways of sorting creatures, such as sorting by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main races====&lt;br /&gt;
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|banditry]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and [[hamlet]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=[[Cave]]s|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and general hostility, good for a newer player to learn the basics.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Underground Tribes ====&lt;br /&gt;
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers. They can also perform [[Ambush|ambushes]] once the [[cavern]]s are reached, depending on which creatures are hostile.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Animal person civilizations initially encountered in the caverns will never be hostile, even if the game states otherwise. Those encountered in ambushes, however, will be aggressive.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Ant-men body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Livestock and Domestic Animals ===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures that have long been [[Domestic animal|domesticated]], and either play a part in the [[meat industry]], or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans.  Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=&lt;br /&gt;
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable, pack animal and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beasts and Monsters===&lt;br /&gt;
All kinds of monstrous creatures that roam the land and underground caverns, including: [[semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=Starts with combat skill}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=&lt;br /&gt;
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Procedurally generated====&lt;br /&gt;
These creatures are procedurally generated, and different for every savefile. Their raws may be extracted from the world.dat file in uncompressed save folders. Their sprite will appear as the closest resemblance to their randomly generated appearance, including their colors and design, such as having wings, trunks, tusks, etc. The animated sprites below are just a few possible sprites without custom colors added.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Forgotten beast|symbol=&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Titan|symbol=&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Animals ===&lt;br /&gt;
This section includes wild [[animals]], as well as their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign, and will not attack unless being attacked first. Some will be drawn to your stockpiles to steal [[steals drink|drink]], [[Steals food|food]] or [[Steals items|something shiny]]. Some can be easily overcome, and yet others can be significant threats, like the dreaded [[elephant]].&lt;br /&gt;
&lt;br /&gt;
==== Agitation ====&lt;br /&gt;
Disruption of the environment in a [[savage]] biome, such as [[woodcutting]] or [[fishing]], may cause the appearance of &amp;quot;agitated&amp;quot; or &amp;quot;irritated&amp;quot; animals. Agitated animals will directly seek out and attack dwarves, instead of their normal behavior. Agitation rate and threshold can be adjusted in the [[Difficulty#Wilderness_irritation|difficulty]] [[settings]]. Agitation can be removed by [[taming]] animals captured in [[cage trap]]s. With [[DFHack]], it is possible to check current agitation status by executing the command &amp;lt;code&amp;gt;agitation-rebalance status&amp;lt;/code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/agitation-rebalance.html].&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:black_crested_gibbon_sprite_anim.gif]]|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland,  tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]].  '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion|graphic=[[File:giant_lion_sprite_anim.gif]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland,  temperate savanna|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Subterranean====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_bat_sprite_anim2.gif]]|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_cave_swallow_sprite_anim.gif]]|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp,  tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=200|biome=Temperate river, temperate  lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh,  river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extinct===&lt;br /&gt;
Added in the Dino Update, extinct creatures are a separate variation of creatures, including their humanoid versions. These creatures are further categorized through the prehistoric time period they existed in: [[wikipedia:Cambrian|Cambrian]], [[wikipedia:Carboniferous|Carboniferous]] , [[wikipedia:Cenozic|Cenozic]], [[wikipedia:Cretaceous|Cretaceous]], [[wikipedia:Devonian|Devonian]], [[wikipedia:Jurassic|Jurassic]], [[wikipedia:Ordovician|Ordovician]], [[wikipedia:Permian|Permian]], [[wikipedia:Silurian|Silurian]] and [[wikipedia:Triassic|Triassic]]. Before generating a world, the player can customize how they appear, or if they appear at all. If generated in a world, they can be playable in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Afrovenator|symbol=A|color=2:0:1|playable=No|food=Yes|hostile=Yes|size=950,000|value=300|biome=Tropical shrubland and savanna, badland desert|note=Jurassic; exotic mount, trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Afrovenator man|symbol=A|color=2:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=300|biome=Tropical shrubland and savanna, badland desert|note=Jurassic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Allosaurus|symbol=A|color=4:0:1|playable=No|food=Yes|hostile=Yes|size=2,000,000|value=400|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; exotic mount, lays eggs, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Allosaurus man|symbol=A|color=4:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=400|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amargasaurus|symbol=A|color=4:0:1|playable=No|food=Yes|hostile=No|size=3,250,000|value=400|biome=Temperate shrubland, badland desert|note=Cretaceous; benign, lays eggs, pack animal (capacity: 3000), lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amargasaurus man|symbol=A|color=4:0:1|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate shrubland, badland desert|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Andrewsarchus|symbol=A|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=850,000|value=300|biome=Temperate shurbland, badland desert|note=Cenozoic; exotic mount, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Andrewsarchus man|symbol=A|color=6:0:0|playable=Adv|food=Yes|hostile=Yes|size=?|value=300|biome=Temperate shurbland, badland desert|note=Cenozoic; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anteosaurus|symbol=A|color=7:0:0|playable=No|food=Yes|hostile=Yes|size=600,000|value=300|biome=Temperate shrubland, badland desert|note=Permian; exotic mount, lays eggs, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anteosaurus man|symbol=A|color=7:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=300|biome=Temperate shrubland, badland desert|note=Permian; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ankylosaurus|symbol=A|color=6:0:1|playable=No|food=Yes|hostile=No|size=6,396,000|value=500|biome=Temperate broadleaf forest, temperate savanna, temperate freshwater marsh|note=Cretaceous; benign, exotic mount, war trainable, pack animal (capacity: 4000), lays eggs, wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ankylosaurus man|symbol=A|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=500|biome=Temperate broadleaf forest, temperate savanna, temperate freshwater marsh|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Archaeopteryx man|symbol=a|color=7:0:0|playable=Adv|food=No|hostile=No|size=750|value=20|biome=Tropical dry broadleaf forest, tropical shrubland|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Arthropleura|symbol=a|color=6:0:0|playable=No|food=yes|hostile=No|size=50,000|value=100|biome=Temperate freshwater swamp, temperate freshwater marsh, temperate forest|note=Carboniferous; benign, not butcherable, cookable live}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Arthropleura man|symbol=a|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=100|biome=Temperate freshwater swamp, temperate freshwater marsh, temperate forest|note=Carboniferous; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brachiosaurus|symbol=B|color=7:0:0|playable=No|food=Yes|hostile=No|size=37,603,000|value=3000|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; benign, lays eggs, pack animal (capacity: 15000 - same as wagon), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brachiosaurus man|symbol=B|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=3000|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brontosaurus|symbol=B|color=6:0:1|playable=No|food=Yes|hostile=No|size=22,500,000|value=2000|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; benign, lays eggs, pack animal (capacity: 10000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brontosaurus man|symbol=B|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=2000|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buitreraptor|symbol=b|color=6:0:0|playable=No|food=Yes|hostile=No|size=3000|value=50|biome=Tropical shrubland, temperate shrubland, badland desert|note=Cretaceous; benign, hunting trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buitreraptor man|symbol=b|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical shrubland, temperate shrubland, badland desert|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carnotaurus|symbol=C|color=4:0:0|playable=No|food=Yes|hostile=Yes|size=1,700,000|value=400|biome=Temperate shrubland, tropical shrubland|note=Cretaceous; exotic mount, lays eggs, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carnotaurus man|symbol=C|color=4:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=400|biome=Temperate shrubland, tropical shrubland|note=Cretaceous; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ceratosaurus|symbol=C|color=2:0:1|playable=No|food=Yes|hostile=Yes|size=750,000|value=300|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; exotic mount, trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ceratosaurus man|symbol=C|color=2:0:1|playable=Adv|food=No|hostile=Yes|size=750,000|value=300|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Colepiocephale|symbol=c|color=6:0:0|playable=No|food=Yes|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Colepiocephale man|symbol=c|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Deinonychus|symbol=D|color=6:0:0|playable=No|food=Yes|hostile=No|size=100,000|value=100|biome=Temperate shrubland, Temperate broadleaf forest|note=Cretaceous; trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Deinonychus man|symbol=D|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=100|biome=Temperate shrubland, Temperate broadleaf forest|note=Cretaceous; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Deinotherium|symbol=D|color=7:0:0|playable=No|food=Yes|hostile=No|size=11,793,000|value=1000|biome=Tropical moist broadleaf forest, tropical grassland and savanna|note=Cenozoic; benign, grazer, exotic mount, war trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Deinotherium man|symbol=D|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=1000|biome=Tropical moist broadleaf forest, tropical grassland and savanna|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Diadectes|symbol=D|color=2:0:0|playable=No|food=Yes|hostile=No|size=375,000|value=200|biome=Temperate broadleaf forest, temperate savanna and shrubland|note=Permian; benign, grazer, lays eggs, war trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Diadectes man|symbol=D|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=200|biome=Temperate broadleaf forest, temperate savanna and shrubland|note=Permian; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dilophosaurus|symbol=D|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=400,000|value=200|biome=Temperate shrubland, badland desert|note=Jurassic; exotic mount, lays eggs, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dilophosaurus man|symbol=D|color=6:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=200|biome=Temperate shrubland, badland desert|note=Jurassic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Diplodocus|symbol=D|color=2:0:1|playable=No|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; benign, lays eggs, pack animal (capacity: 7500), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Diplodocus man|symbol=D|color=2:0:1|playable=Adv|food=No|hostile=No|size=?|value=1000|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dodo|symbol=d|color=7:0:0|playable=No|food=Yes|hostile=No|size=14,000|value=50|biome=Tropical broadleaf forest|note=Cenozoic; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dodo man|symbol=d|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical broadleaf forest|note=Cenozoic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drepanopterus man|symbol=d|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=20|biome=temperate brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Devonian; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drepanosaurus|symbol=d|color=2:0:0|playable=No|food=Yes|hostile=No|size=4,530|value=50|biome=Temperate broadleaf forest, temperate conifer forest|note=Triassic; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drepanosaurus man|symbol=d|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate broadleaf forest, temperate conifer forest|note=Triassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Entelodon|symbol=E|color=6:0:0|playable=No|food=Yes|hostile=No|size=272,000|value=200|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; benign, exotic mount, grazer, war trainable, pack animal (capacity: 1000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Entelodon man|symbol=E|color=6:0:0|playable=Adv|food=Yes|hostile=No|size=?|value=200|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eoraptor|symbol=e|color=2:0:0|playable=No|food=Yes|hostile=No|size=10,000|value=50|biome=Temperate shrubland, badland desert|note=Triassic; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eoraptor man|symbol=e|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate shrubland, badland desert|note=Triassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Europasaurus|symbol=E|color=6:0:1|playable=No|food=Yes|hostile=No|size=750,000|value=300|biome=Temperate conifer forest, temperate broadleaf forest|note=Jurassic; benign, lays eggs, pack animal (capacity: 2000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Europasaurus man|symbol=E|color=6:0:1|playable=Adv|food=No|hostile=No|size=750,000|value=300|biome=Temperate conifer forest, temperate broadleaf forest|note=Jurassic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Glyptodon|symbol=G|color=6:0:1|playable=No|food=Yes|hostile=No|size=2,000,000|value=400|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; benign, shell }}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Glyptodon man|symbol=G|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hibbertopterus peachi|symbol=H|color=2:0:0|playable=No|food=Yes|hostile=No|size=50,000|value=100|biome=temperate brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Devonian; benign, not butcherable, cookable live, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hibbertopterus peachi man|symbol=H|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=100|biome=temperate brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Devonian; animal people, benign, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hibbertopterus scouleri|symbol=H|color=6:0:0|playable=No|food=Yes|hostile=No|size=60,000|value=100|biome=temperate brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Devonian; benign, not butcherable, cookable live, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hibbertopterus scouleri man|symbol=H|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=100|biome=temperate brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Devonian; animal people, benign, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hypsilophodon|symbol=h|color=6:0:0|playable=No|food=Yes|hostile=No|size=20,000|value=50|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; benign lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hypsilophodon man|symbol=h|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguanodon|symbol=I|color=6:0:0|playable=No|food=Yes|hostile=No|size=4,536,000|value=400|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; benign, exotic mount, war trainable, pack animal (capacity: 3000)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguanodon man|symbol=I|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jeholopterus man|symbol=j|color=0:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical moist broadleaf forest|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kelenken|symbol=K|color=7:0:0|playable=No|food=Yes|hostile=Yes|size=100,000|value=100|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kelenken man|symbol=K|color=7:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=100|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kentrosaurus|symbol=K|color=6:0:0|playable=No|food=Yes|hostile=No|size=1,600,000|value=400|biome=Tropical dry broadleaf forest, tropical shrubland and savanna|note=Jurassic; benign, lays eggs, war trainable, pack animal (capacity: 3000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kentrosaurus man|symbol=K|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Tropical dry broadleaf forest, tropical shrubland and savanna|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kosmoceratops|symbol=K|color=1:0:1|playable=No|food=Yes|hostile=No|size=1,179,000|value=400|biome=Temperate broadleaf forest, temperate freshwater marsh, temperate savanna|note=Cretaceous; benign, exotic mount, lays eggs, war trainable, pack animal (capacity: 2000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kosmoceratops man|symbol=K|color=1:0:1|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate broadleaf forest, temperate freshwater marsh, temperate savanna|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Linhenykus man|symbol=l|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical shrubland, badland desert, rock desert|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lystrosaurus|symbol=L|color=7:0:0|playable=No|food=Yes|hostile=No|size=90,000|value=100|biome=Temperate shrubland and grassland, badland desert|note=Permian; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lystrosaurus man|symbol=L|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=100|biome=Temperate  shrubland and grassland, badland desert|note=Permian; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megacerops|symbol=M|color=7:0:0|playable=No|food=Yes|hostile=No|size=3,000,000|value=400|biome=Temperate broadleaf forest, temperate grassland and savanna|note=Cenozoic; benign, exotic mount, grazer}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megacerops man|symbol=M|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate broadleaf forest, temperate grassland and savanna|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megalania|symbol=M|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=450,000|value=200|biome=Tropical dry broadleaf forest, temperate shrubland and grassland|note=Cenozoic; exotic mount, war trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megalania man|symbol=M|color=6:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=200|biome=Tropical dry broadleaf forest, temperate shrubland and grassland|note=Cenozoic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Meganeura man|symbol=m|color=2:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=temperate freshwater swamp, temperate freshwater marsh, temperate freshwater river, temperate broadleaf forest|note=Carboniferous; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megatherium|symbol=M|color=6:0:0|playable=No|food=Yes|hostile=No|size=3,742,000|value=400|biome=Temperate broadleaf forest, temperate savanna, grassland and shrubland|note=Cenozoic; benign, grazer}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megatherium man|symbol=M|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate broadleaf forest, temperate savanna, grassland and shrubland|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Microceratus|symbol=m|color=5:0:1|playable=No|food=Yes|hostile=No|size=6,550|value=50|biome=Tropical shrubland, rock desert, sand desert|note=Cretaceous; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Microceratus man|symbol=m|color=5:0:1|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical shrubland, rock desert, sand desert|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Miohippus|symbol=m|color=6:0:0|playable=No|food=Yes|hostile=No|size=47,500|value=50|biome=Temperate broadleaf forest, temperate grassland and savanna|note=Cenozoic; benign, grazer, can be milked}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Miohippus man|symbol=m|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate broadleaf forest, temperate grassland and savanna|note=Cenozoic; animal people, benign }}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moa|symbol=M|color=6:0:0|playable=No|food=Yes|hostile=No|size=160,000|value=100|biome=Temperate broadleaf forest, temperate grassland and shrubland|note=Cenozoic; benign, lays eggs, male has only size 72,000}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moa man|symbol=M|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=100|biome=Temperate broadleaf forest, temperate grassland and shrubland|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mononykus|symbol=m|color=6:0:0|playable=No|food=Yes|hostile=No|size=3,500|value=50|biome=Tropical shrubland, badland desert, rock desert|note=Cretaceous; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mononykus man|symbol=m|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical shrubland, badland desert, rock desert|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nodosaurus|symbol=h|color=6:0:0|playable=No|food=Yes|hostile=No|size=3,500,000|value=400|biome=Temperate shrubland, temperate savanna|note=Cretaceous; benign, exotic mount, war trainable, lays eggs, pack animal (capacity: 3000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nodosaurus man|symbol=h|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate shrubland, temperate savanna|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nothronychus|symbol=N|color=6:0:0|playable=No|food=Yes|hostile=No|size=1,000,000|value=400|biome=Temperate shrubland and savanna|note=Cretaceous; benign, exotic mount, lays eggs, war trainable, pack animal (capacity: 1500)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nothronychus man|symbol=N|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate shrubland and savanna|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oviraptor|symbol=o|color=7:0:0|playable=No|food=Yes|hostile=No|size=36,500|value=50|biome=Sand desert, rock desert, tropical shrubland|note=Cretaceous; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oviraptor man|symbol=o|color=7:0:0|playable=Adv|food=No|hostile=No|size=36,500|value=50|biome=Sand desert, rock desert, tropical shrubland|note=Cretaceous; animal people, benign, las eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pachycephalosaurus|symbol=P|color=2:0:1|playable=No|food=Yes|hostile=No|size=410,000|value=200|biome=Temperate broadleaf forest, temperate savanna, temperate freshwater marsh|note=Cretaceous; benign, exotic mount, war trainable, pack animal (capacity: 1000)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pachycephalosaurus man|symbol=P|color=2:0:1|playable=Adv|food=Nos|hostile=No|size=?|value=200|biome=Temperate broadleaf forest, temperate savanna, temperate freshwater marsh|note=Cretaceous; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Paraceratherium|symbol=P|color=7:0:0|playable=No|food=Yes|hostile=No|size=18,000,000|value=1000|biome=Temperate grassland and shrubland, badland desert|note=Cenozoic; benign, exotic mount, grazer, war trainable, pack animal (capacity: 7500)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Paraceratherium man|symbol=P|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=1000|biome=Temperate grassland and shrubland, badland desert|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parasaurolophus|symbol=P|color=2:0:1|playable=No|food=Yes|hostile=No|size=3,742,000|value=400|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; benign, exotic mount, pack animal (capacity: 2500), war trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parasaurolophus man|symbol=P|color=2:0:1|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate broadleaf forest, temperate freshwater marsh|note=Cretaceous; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platybelodon|symbol=P|color=7:0:0|playable=No|food=Yes|hostile=No|size=3,500,000|value=400|biome=temperate freshwater marsh, temperate grassland and savanna|note=Cenozoic; benign, exotic mount, grazer, war trainable, pack animal (capacity: 2000)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platybelodon man|symbol=P|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=temperate freshwater marsh, temperate grassland and savanna|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Procompsognathus man|symbol=p|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Temperate broadleaf forest, temperate shrubland, badland desert|note=Triassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pterodactylus man|symbol=p|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical dry broadleaf forest|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pygmy mammoth|symbol=P|color=7:0:0|playable=No|food=Yes|hostile=No|size=1,055,000|value=400|biome=Temperate shrubland and grassland|note=Cenozoic; benign, exotic mount, grazer, war trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pygmy mammoth man|symbol=P|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate shrubland and grassland|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Quetzalcoatlus|symbol=Q|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=225,000|value=200|biome=Temperate savanna, temperate savanna|note=Cretaceous; exotic mount, lays eggs, war trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Quetzalcoatlus man|symbol=Q|color=6:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=200|biome=Temperate savanna, temperate savanna|note=Cretaceous; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhamphorhynchus|symbol=r|color=6:0:0|playable=No|food=Yes|hostile=No|size=2150|value=50|biome=Tropical dry broadleaf forest|note=Jurassic; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhamphorhynchus man|symbol=r|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical dry broadleaf forest|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sharovipteryx man|symbol=s|color=2:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Temperate broadleaf forest, temperate shrubland|note=Triassic; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sinopterus|symbol=s|color=6:0:0|playable=No|food=Yes|hostile=No|size=2,940|value=50|biome=Tropical moist broadleaf forest|note=Cretaceous; benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sinopterus man|symbol=s|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical moist broadleaf forest|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Smilodon|symbol=S|color=6:0:1|playable=No|food=Yes|hostile=Yes|size=328,000|value=200|biome=Temperate broadleaf forest, temperate savanna, grassland and shrubland|note=Cenozoic; exotic mount, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Smilodon man|symbol=S|color=6:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=200|biome=Temperate broadleaf forest, temperate savanna, grassland and shrubland|note=Cenozoic; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stegosaurus|symbol=S|color=2:0:0|playable=No|food=Yes|hostile=No|size=4,990,000|value=400|biome=Temperate broadleaf forest, temperate shrubland, temperate savanna, badland desert|note=Jurassic; benign, war trainable, lays eggs, pack animal (capacity: 5000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stegosaurus man|symbol=S|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate broadleaf forest, temperate shrubland, temperate savanna, badland desert|note=Jurassic; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Suzhousaurus|symbol=S|color=6:0:0|playable=No|food=Yes|hostile=No|size=2,200,000|value=400|biome=Temperate shrubland, badland desert|note=Cretaceous; benign, exotic mount, lays eggs, war trainable, pack animal (capacity: 2000)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Suzhousaurus man|symbol=S|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate shrubland, badland desert|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Therizinosaurus|symbol=T|color=6:0:0|playable=No|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical moist broadleaf forest, tropical shrubland|note=Cretaceous; benign, exotic mount, war trainable, pack animal (capacity: 3000), lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Therizinosaurus man|symbol=T|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=500|biome=Tropical moist broadleaf forest, tropical shrubland|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thylacine|symbol=t|color=6:0:1|playable=No|food=Yes|hostile=Yes|size=19,000|value=50|biome=Temperate broadleaf forest, temperate shrubland and grassland|note=Cenozoic; trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thylacine man|symbol=t|color=6:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=50|biome=Temperate broadleaf forest, temperate shrubland and grassland|note=Cenozoic; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Torvosaurus|symbol=T|color=4:0:0|playable=No|food=Yes|hostile=Yes|size=2,177,000|value=400|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; exotic mount, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Torvosaurus man|symbol=T|color=4:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=400|biome=Temperate broadleaf forest, temperate shrubland and savanna, badland desert|note=Jurassic; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Triceratops|symbol=T|color=6:0:1|playable=No|food=Yes|hostile=No|size=9,000,000|value=500|biome=Temperate broadleaf forest, temperate freshwater marsh, temperate savanna|note=Cretaceous; benign, exotic mount, war trainable, lays eggs, pack animal (capacity: 5000), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Triceratops man|symbol=T|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=500|biome=Temperate broadleaf forest, temperate freshwater marsh, temperate savanna|note=Cretaceous; animal people, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tsintaosaurus|symbol=T|color=2:0:1|playable=No|food=Yes|hostile=No|size=2,500,000|value=400|biome=Tropical moist broadleaf forest, tropical freshwater marsh|note=Cretaceous; benign, exotic mount, war trainable, pack animal (capacity: 3000)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tsintaosaurus man|symbol=T|color=2:0:1|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Tropical moist broadleaf forest, tropical freshwater marsh|note=Cretaceous; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tyrannosaurus|symbol=T|color=2:0:0|playable=No|food=Yes|hostile=Yes|size=6,250,000|value=500|biome=Temperate Savanna, Temperate freshwater marsh, temperate broadleaf forest|note=Cretaceous; exotic mount, trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tyrannosaurus man|symbol=T|color=2:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=500|biome=Temperate Savanna, Temperate freshwater marsh, temperate broadleaf forest|note=Cretaceous; animal people, kays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Utahraptor|symbol=U|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=500,000|value=300|biome=Temperate shrubland, badland desert|note=Cretaceous; exotic mount, trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Utahraptor man|symbol=U|color=6:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=300|biome=Temperate shrubland, badland desert|note=Cretaceous; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Velociraptor|symbol=v|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=17,000|value=50|biome=Tropical shrubland, badland desert, rock desert|note=Cretaceous; hunting trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Velociraptor man|symbol=v|color=6:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=50|biome=Tropical shrubland, badland desert, rock desert|note=Cretaceous; animal people, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Woolly mammoth|symbol=W|color=6:0:0|playable=No|food=Yes|hostile=No|size=6,045,000|value=500|biome=Tundra, temperate grassland|note=Cenozoic; benign, grazer, exotic mount, trainable war, pack animal (capacity: 5000), can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Woolly mammoth man|symbol=W|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=500|biome=Tundra, temperate grassland|note=Cenozoic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Woolly rhinoceros|symbol=R|color=6:0:0|playable=No|food=Yes|hostile=No|size=2,650,000|value=400|biome=Tundra, temperate grassland|note=Cenozoic; benign, grazer, exotic mount, war trainable, can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Woolly rhinoceros man|symbol=R|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Tundra, temperate grassland|note=Cenozoic; animal people, benign}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aegirocassis|symbol=a|color=1:0:1|food=Yes|playable=No|hostile=No|size=40,000|value=50|biome=Tropical ocean, temperate ocean|note=Ordovician; benign, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aegirocassis man|symbol=a|color=1:0:1|food=No|playable=Adv|hostile=No|size=?|value=50|biome=Tropical ocean, temperate ocean|note=Ordovician; animal people, benign, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ammonite|symbol=A|color=6:0:0|playable=No|food=Yes|hostile=No|size=400,000|value=200|biome=Any Ocean|note=Cretaceous; has shell}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ammonite man|symbol=A|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=200|biome=Any Ocean|note=Cretaceous; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anomalocaris man|symbol=a|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical ocean, Tropical Saltwater Pool|note=Cambrian; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Archelon|symbol=A|color=3:0:0|playable=No|food=Yes|hostile=No|size=2,676,000|value=400|biome=Temperate Ocean|note=Cretaceous; benign, shell, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Archelon man|symbol=A|color=3:0:0|playable=Adv|food=No|hostile=No|size=?|value=400|biome=Temperate Ocean|note=Cretaceous; animal people, benign, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dimetrodon|symbol=D|color=7:0:0|playable=No|food=Yes|hostile=Yes|size=139,000|value=100|biome=Temperate savanna and shrubland, badland desert, temperate freshwater river|note=Permian; amphibious, lays eggs, war trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dimetrodon man|symbol=D|color=7:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=100|biome=Temperate savanna and shrubland, badland desert, temperate freshwater river|note=Permian; animal people, amphibious, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Diplocaulus|symbol=d|color=0:0:1|playable=No|food=Yes|hostile=No|size=10,000|value=50|biome=Temperate freshwater swamp, temperate freshwater marsh, temperate freshwater lake, temperate freshwater river|note=Permian; amphibious, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Diplocaulus man|symbol=d|color=0:0:1|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate freshwater swamp, temperate freshwater marsh, temperate freshwater lake, temperate freshwater river|note=Permian; animal people, amphibious, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dunkleosteus|symbol=D|color=7:0:0|playable=No|food=Yes|hostile=Yes|size=2,500,000|value=400|biome=Tropical ocean, temperate ocean|note=Devonian}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dunkleosteus man|symbol=D|color=7:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=400|biome=Tropical ocean, temperate ocean|note=Devonian; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eryops|symbol=e|color=2:0:0|playable=No|food=Yes|hostile=No|size=16,200|value=50|biome=Temperate freshwater swamp, temperate freshwater marsh, temperate freshwater lake, temperate freshwater river|note=Permian; amphibious, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eryops man|symbol=e|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate freshwater swamp, temperate freshwater marsh, temperate freshwater lake, temperate freshwater river|note=Permian; animal people, amphibious, benign, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gerrothorax|symbol=g|color=7:0:0|playable=No|food=Yes|hostile=No|size=35,000|value=50|biome=Temperate  freshwater swamp, temperate freshwater lake, temperate freshwater river|note=Triassic; benign, amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gerrothorax man|symbol=g|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate  freshwater swamp, temperate freshwater lake, temperate freshwater river|note=Triassic; animal people, benign, amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Haikouichthys man|symbol=h|color=1:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical ocean, Tropical Saltwater Pool|note=Cambrian; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hallucigenia man|symbol=h|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical ocean, Tropical Saltwater Pool|note=Cambrian; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helicoprion|symbol=h|color=6:0:0|playable=No|food=Yes|hostile=Yes|size=339000|value=200|biome=Tropical Ocean, temperate ocean|note=Permian}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helicoprion man|symbol=h|color=6:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=200|biome=Tropical Ocean, temperate ocean|note=Permian; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ichthyosaurus|symbol=I|color=3:0:1|playable=No|food=Yes|hostile=Yes|size=650,000|value=300|biome=Any ocean|note=Jurassic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ichthyosaurus man|symbol=I|color=3:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=300|biome=Any ocean|note=Jurassic; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaekelopterus|symbol=J|color=6:0:0|playable=No|food=Yes|hostile=No|size=200,000|value=200|biome=Temperate  brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Silurian; not butcherable, cookable live, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaekelopterus man|symbol=J|color=6:0:0|playable=Adv|food=No|hostile=No|size=?|value=200|biome=Temperate brackish lake, temperate freshwater lake, temperate freshwater river, temperate brackish river|note=Silurian; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megalodon|symbol=M|color=7:0:1|playable=No|food=Yes|hostile=Yes|size=23,269,000|value=2000|biome=Temperate Ocean, tropical ocean|note=Cenozoic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Megalodon man|symbol=M|color=7:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=2000|biome=Temperate Ocean, tropical ocean|note=Cenozoic; animal people}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mimetaster man|symbol=m|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=20|biome=temperate ocean, temperate saltwater pool|note=Devonian; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosasaurus|symbol=M|color=2:0:1|playable=No|food=Yes|hostile=Yes|size=12,500,000|value=1000|biome=Tropical Ocean, Temperate Ocean|note=Cretaceous; (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosasaurus man|symbol=M|color=2:0:1|playable=Adv|food=Nos|hostile=Yes|size=?|value=1000|biome=Tropical Ocean, Temperate Ocean|note=Cretaceous; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oestocephalus man|symbol=o|color=6:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Temperate freshwater Swamp, Marsh, Lake and River|note=Carboniferous; animal people, amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opabinia man|symbol=o|color=4:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical ocean, Tropical Saltwater Pool|note=Cambrian; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ostenocaris man|symbol=∙|color=7:0:1|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Temperate Ocean, Temperate saltwater pool|note=Jurassic; animal people, benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plesiosaurus|symbol=P|color=3:0:1|playable=No|food=Yes|hostile=Yes|size=450000|value=200|biome=Tropical ocean, temperate ocean|note=Jurassic; (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plesiosaurus man|symbol=P|color=3:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=200|biome=Tropical ocean, temperate ocean|note=Jurassic; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Psephoderma|symbol=p|color=2:0:0|playable=No|food=Yes|hostile=no|size=5270|value=50|biome=Temperate ocean, temperate saltwater pool, tropical saltwater pool|note=Triassic; lays eggs, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Psephoderma man|symbol=p|color=2:0:0|playable=Adv|food=No|hostile=no|size=?|value=50|biome=Temperate ocean, temperate saltwater pool, tropical saltwater pool|note=Triassic; animal people, lays eggs, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spinosaurus aegyptiacus|symbol=S|color=7:0:0|playable=No|food=Yes|hostile=Yes|size=7,400,000|value=500|biome=Tropical marsh, tropical brackish river, tropical saltwater river|note=Cretaceous; amphibious, exotic mount, trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spinosaurus aegyptiacus man|symbol=S|color=7:0:0|playable=Adv|food=No|hostile=Yes|size=?|value=500|biome=Tropical marsh, tropical brackish river, tropical saltwater river|note=Cretaceous; animal people, amphibious, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spinosaurus mirabilis|symbol=S|color=2:0:1|playable=No|food=Yes|hostile=Yes|size=7,400,000|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, tropical brackish river, tropical saltwater river|note=Cretaceous; amphibious, exotic mount, trainable, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spinosaurus mirabilis man|symbol=S|color=2:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, tropical brackish river, tropical saltwater river|note=Cretaceous; animal people, amphibious, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiktaalik|symbol=t|color=2:0:1|playable=No|food=Yes|hostile=Yes|size=47,000|value=50|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical freshwater river, tropical freshwater lake|note=Devonian; amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiktaalik man|symbol=t|color=2:0:1|playable=Adv|food=No|hostile=Yes|size=?|value=50|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical freshwater river, tropical freshwater lake|note=Devonian; animal people, amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Titanoboa|symbol=T|color=2:0:0|playable=No|food=Yes|hostile=No|size=933,000|value=300|biome=Any tropical freshwater|note=Cenozoic; amphibious, trainable war, exotic mount, has &amp;quot;live birth&amp;quot; token}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Titanoboa man|symbol=T|color=2:0:0|playable=Adv|food=No|hostile=No|size=?|value=300|biome=Any tropical freshwater|note=Cenozoic; animal people, amphibious, has &amp;quot;live birth&amp;quot; token}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Trilobite|symbol=t|color=7:0:0|food=Yes|playable=No|hostile=No|size=4,500|value=50|biome=Tropical Ocean, temperate ocean, Tropical/Temperate Saltwater Pools|note=Cambrian; benign, not butcherable, cookable live, (moveable on land), shell}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Trilobite man|symbol=t|color=7:0:0|playable=Adv|food=No|hostile=No|size=?|value=50|biome=Tropical Ocean, temperate ocean, Tropical/Temperate Saltwater Pools|note=Cambrian; animal people, benign, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tullimonstrum man|symbol=t|color=4:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Temperate Ocean, temperate brackish pool, temperate saltwater pool, temperate brackish river|note=Carboniferous; animal people, (moveable on land)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wiwaxia man|symbol=w|color=4:0:1|playable=Adv|food=No|hostile=No|size=?|value=20|biome=Tropical ocean, Tropical Saltwater Pool|note=Cambrian; animal people, (moveable on land)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;moveable on land&amp;quot; in the above table means that the creature has the creature token &amp;quot;AQUATIC&amp;quot;, but not the creature token &amp;quot;IMMOBILE_LAND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [[Night creature|Night Creatures]] / Other ==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Night creatures===&lt;br /&gt;
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note=Formerly living creatures animated through magic.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:bogeyman_sprite.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=10,000 to 20,000|value=Not tameable|biome=[[Evil]] biomes|note=Evil predatory shape-shifters that stalk unfortunate victims in the night.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:experiment_sprite_anim.gif]]|name=Experiment|symbol=&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|note= Failed or successful products of experimentation on living citizens or livestock.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Unchanged|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Unchanged|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead, retaining part of their personality.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:night_troll_sprite.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000 to 150,000|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims, turning them into troll spouses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:moon_sprite.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=100,000 to 1,100,000|value=Not tameable|biome=N/A|note=Unspeakably horrifying and grotesque creatures summoned by supernatural forces.}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|hostile=Yes|size=Unchanged|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=80,000 to 90,000|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. The player cannot start out as a vampire, but can become one by feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Demon|symbol=&amp;amp;|color=7:0:1|food=No|playable=No|hostile=Yes|size=400,000 to 10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=Varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Blind_cave_bear_sprite.png]]&amp;amp;nbsp;[[File:guardian_sprite.png]]|name=Dungeon guardian|symbol=ÿ|color=5:0:1|food=No|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Mysterious dungeon|Mysterious sites]]|note=Immortal figures that have been changed to relentlessly guard [[mysterious dungeon]]s.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]&lt;br /&gt;
&lt;br /&gt;
===Nonexistent===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|graphic=[[File:statue_covered_sprite.png]]|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|graphic=[[File:statue_covered_sprite.png]]|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|graphic=[[File:statue_covered_sprite.png]]|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[File:placeholder_sprite.png|right|thumb|The debug creature.]]If the game does not recognize a creature and/or cannot find the [[Graphics#Creature_Graphics|sprite associated for it]], the sprite will default to a blue, round, blob-like face with stubby legs.&lt;br /&gt;
*Many of the original [[Cavern#Creatures|underground creatures]] were drawn by [[Toady One|Tarn]] and [[ThreeToe|Zach]] Adams &amp;quot;in a couple of notebooks in our parents' living room one day, more than a decade ago, when we were trying to populate the [[v0.31:Release_information#The_Underground|new-at-the-time]] 3D [[Cavern|underground]].&amp;quot; ([http://www.bay12games.com/dwarves/index.html#2024-06-25 Bay 12 Games])&amp;lt;br&amp;gt;While most of these were implemented in [[v0.31:Release_information|v0.31]], some concepts were left on the cutting room floor.&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_01.jpg Page 1]: [[Bugbat]] and [[drunian]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_02.jpg Page 2]: [[Manera]] and king cave worm.&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_03.jpg Page 3]: [[Molemarian]] and mole rat [[Animal person#Subterranean animal people|man]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_04.jpg Page 4]: Magma seal, magma walrus, and [[jabberer]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_05.jpg Page 5]: [[Pond grabber]], [[blind cave bear]], [[cave dragon]], and [[reacher]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_06.jpg Page 6]: [[Gorlak]] and [[cave fish man]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_07.jpg Page 7]: [[Floating guts]], [[drunian]], and grabber.&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_08.jpg Page 8]: [[Creeping eye]], [[voracious cave crawler]], and [[blind cave ogre]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_09.jpg Page 9]: [[Cap hopper]], [[magma crab]], and [[crundle]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_10.jpg Page 10]: [[Hungry head]], [[flesh ball]], and [[elk bird]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_11.jpg Page 11]: [[Helmet snake]], [[green devourer]], and [[rutherer]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_12.jpg Page 12]: [[Creepy crawler]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_13.jpg Page 13]: [[Draltha]], [[giant earthworm]], and [[blood man]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_14.jpg Page 14]: Stilt plucker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mes&lt;br /&gt;
| elvish  = amu&lt;br /&gt;
| goblin  = los&lt;br /&gt;
| human   = mos&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures| }}&lt;br /&gt;
[[ru:Creature]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=316351</id>
		<title>Extinction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=316351"/>
		<updated>2026-06-27T12:04:29Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:extinct_preview.png|right]]'''Extinction''' means one of three things in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Extinct creatures ==&lt;br /&gt;
With the release of the [[Release_information/53.15|Dino Update]], extinct creatures from the real world were added to the game, including humanoid versions of those animals. Depending on the settings chosen before [[world generation|generating a world]], these types of creatures can be removed entirely, made to only exist in certain circumstances or exist in full within a generated world. They are categorized by the prehistoric era they existed in. These creatures aren't inherently related to the concept of extinction as defined elsewhere on this page, though it's certainly possible for prehistoric species to become locally extinct in an area they initially existed in.&lt;br /&gt;
&lt;br /&gt;
== Sapient extinction ==&lt;br /&gt;
The first meaning of the word pertains to [[world generation]]: fighting between different sapient species may be so intense that a particular sapient species is wiped out entirely, going extinct in the process. Extinction events are exceedingly rare in larger worlds, but surprisingly common in pocket ones, where inter-species competition is at its fiercest.  Sapient species that go extinct will obviously no longer [[caravan|trade]] with your dwarves, nor threaten them with [[ambush]]es or [[siege]]s. You can somehow still start a fortress mode game in a map vacated of any dwarves, but will not receive any [[migrant]]s beyond the first two (hard-coded) waves, nor any [[noble]] appointments (including the [[monarch]]). Conversely, if your fortress receives a third migrant wave, a dwarf trade caravan, or a monarch, then your civilization was not truly extinct, only &amp;quot;dying&amp;quot;. Civilizations can remain &amp;quot;dying&amp;quot; for hundreds of years{{bug|9503}}, and the game won't allow you to embark from an extinct civilization if any non-extinct civilizations are available, so a truly extinct civilization embark is fairly difficult to obtain, but not impossible.{{cite_forum|154368.msg6754648#msg6754648}}&lt;br /&gt;
&lt;br /&gt;
On a smaller scale, landmass-specific extinctions can also occur, and although they are not nearly so dramatic as ''mass'' extinctions and are in fact quite common, they can still affect your game. This usually happens on separated landmasses, and [[island]]s inhabited by more than one sapient species below a certain area. Since [[civilization]]s cannot yet cross bodies of water that don't freeze over, such extinctions will affect your gameplay should you chose to settle on such a landmass. The effect of settling someplace inaccessible to dwarves is the same as starting a fortress when they are extinct: only two hard-coded migrant waves.&lt;br /&gt;
&lt;br /&gt;
[[Calendar#Ages|Calendar ages]] are greatly influenced by the relative lack - or abundance - of sapient life in your world, and so provide an at-a-glance view of the state of civilization on your lonely planet (if you know what they stand for, of course). Two calendar ages are more directly associated with extinction: the ''Age of Death'' and the ''Age of Emptiness'', in which all civilizations have been wiped out. Actually getting these to happen can be difficult - the latter can only be achieved by killing every civilized creature in a world in Adventurer mode, then committing suicide, then [[embark]]ing on the same map in fortress mode, then committing suicide with all of ''those'' dwarves. Once all of this is done, you will finally get an [[announcement]] telling you of the passing of the age. [http://www.bay12forums.com/smf/index.php?topic=46033.0 It's been done before].&lt;br /&gt;
&lt;br /&gt;
== Site extinction ==&lt;br /&gt;
The second, more nuanced form of extinction has to do with the wildlife in your [[surroundings]]. Every [[site]] can have a certain number of [[creature]]s appear in it; ''which'' creatures depends on the site's [[biome]]s, ''how often'' depends on the &amp;lt;tt&amp;gt;[FREQUENCY]&amp;lt;/tt&amp;gt; [[creature token]] in their [[raw file]]s,  ''how many'' depends on the number of biomes you abridge and on the creature's &amp;lt;tt&amp;gt;[CLUSTER_NUMBER:#]&amp;lt;/tt&amp;gt;, and ''how many before none will ever appear in the wild again'' depends on a somewhat randomized token in specific creatures' definitions, the &amp;lt;tt&amp;gt;[POPULATION_NUMBER:#:#]&amp;lt;/tt&amp;gt; tag. That is, if as many (wild, non-[[mount|siege mount]]) creatures die or are [[cage trap|captured]] and kept upon visiting your fortress as &amp;lt;tt&amp;gt;[POPULATION_NUMBER]&amp;lt;/tt&amp;gt; is set to, they will be considered locally extinct, and will have their range clipped from your fortress surroundings.&lt;br /&gt;
&lt;br /&gt;
This cap will not limit any [[breeding]] you do once you have captured the creature, and will obviously not affect any creatures visiting your [[site]] that are allowed to leave. It ''will'' affect the maximum number of non-breeding creatures that you can have at your fortress, however, and will not allow the appearance of creatures in clusters larger than are allowed by the cap. Note that the cap is biome-specific: even though [[sea serpent]]s are capped at one serpent per site, it is possible to get multiples, and even [http://www.bay12forums.com/smf/index.php?topic=75780.0 start a breeding program], if your fortress abridges multiple valid biomes - note that such a breeding program wouldn't work in the current version, as sea serpents are now egg-laying and aquatic egg-layers don't breed due to a bug)&lt;br /&gt;
&lt;br /&gt;
Every time a species becomes locally extinct it is (obviously) taken out of the wildlife visitation rotation. Rendering a policy of mass genocide on the countryside can thus eventually force the appearance of a sought-after species of wildlife, if you push hard enough. However, for the most part the number of creatures that can appear in the biome is so large, and the population caps are set so high, that it doesn't seriously affect gameplay. Aggressively hunting the local wildlife ''will'' eventually restrict its variety, however, and eventually you can prevent ''any'' wildlife from spawning at all on your map.&lt;br /&gt;
&lt;br /&gt;
The cap does have important ramifications for a few specific species, however. Wildlife appearances on [[glacier]]s are heavily restricted, for instance, so the particularly aggressive [[yeti]], which only appears five to ten times, is often made extinct very quickly. Because of a bug, aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.{{bug|2780}} [http://www.bay12forums.com/smf/index.php?topic=84112.msg2252463#msg2252463 A certain nuance] of the tag's implementation allows maintained hunting of certain species, with some micromanagement: if a cluster (or pack) of animals appears on the map, as long as at least one animal in that cluster is allowed to leave, the species will not have been considered depleted. This obviously does not work on solitary creatures. Another option is to capture a [[breed]]ing pair and release their (untamed) young back into the wild; doing so can even raise the site population past its starting value.&lt;br /&gt;
&lt;br /&gt;
===Natural regeneration===&lt;br /&gt;
&lt;br /&gt;
[https://dwarffortress.mantishub.io/view.php?id=2780#c36019 Supposedly], wildlife populations very slowly naturally repopulate due to continuous world-gen/[[world activities]]. Whether this can happen if they are locally extinct is unknown.&lt;br /&gt;
&lt;br /&gt;
== Repopulating site extinction with DFHack ==&lt;br /&gt;
&lt;br /&gt;
To fully bring back creatures from permanent extinction, the DFHack [https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#region-pops region-pops] can help. The script is versatile, and when used correctly, can selectively weed out creatures a player does not want to bring back. This tool is not perfect, and with time, creatures you have weeded out may return. This may be due to a range limit, and does not take very long range migration into account.&lt;br /&gt;
&lt;br /&gt;
To view which animals may spawn in your embark, use 'region-pops list-all'.&lt;br /&gt;
&lt;br /&gt;
=== Repopulation ===&lt;br /&gt;
To get started, first download the template [https://github.com/EldrickWT/eld-dfhack-scripts here] named 'region-pops.list' (credits to EldrickWT), and open it up with any text editor. The finished file should be structured like a .bat (all commands are stated before the options). By default, this scriptlet will remove every creature, which is not what we want. All we have to do is flip (or replace) the value into a positive number. Once done, save, copy and paste it in to the dfhack terminal. This script will restock all creatures with the value you inserted.&lt;br /&gt;
&lt;br /&gt;
=== Fine tuning ===&lt;br /&gt;
With the basic repopulation done, you can fine-tune which creatures you don't want out with this part. Since a negative value removes creatures from the region, you can add below the last line, 'region-pops incr-all BIRD -X' to remove X from all creatures with 'BIRD' in its name. This also includes giant and animal person variants. Just remember to have the removing part at least larger than the repopulation part, to play it safe. Flying creatures often have a big impact on FPS, and removing them from your embark will definitely help. After saving the file, you can easily copy and paste your preferred region populations on every new playthrough.&lt;br /&gt;
&lt;br /&gt;
There is (currently) no known script to repopulate civilizations.&lt;br /&gt;
&lt;br /&gt;
{{category|Game mechanics}}&lt;br /&gt;
{{category|Events}}&lt;br /&gt;
[[ru:Extinction]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Extinct_animals&amp;diff=316350</id>
		<title>Category:Extinct animals</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Extinct_animals&amp;diff=316350"/>
		<updated>2026-06-27T11:57:10Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: Created page with &amp;quot;A listing of &amp;quot;extinct&amp;quot; animals in ''Dwarf Fortress''.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A listing of &amp;quot;[[extinct]]&amp;quot; animals in ''Dwarf Fortress''.&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=316336</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=316336"/>
		<updated>2026-06-27T00:59:52Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Becoming a werebeast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:werebeast_sprite_preview.png|right]]'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature]]s resembling an unnatural cross between a sapient creature and a beast, [[cursed]] to transform every full moon into a dangerous and bloodthirsty beast form. The curse can be contracted by incurring the wrath of one's patron [[deity]] or from another werebeast. Werebeasts are hated and feared throughout much of the world, posing a great risk to the player.&lt;br /&gt;
&lt;br /&gt;
There will be a specific amount of werebeasts roaming the lands, depending on [[Advanced world generation#Number_of_Werebeast_Curse_Types| the world's settings]]. They can take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-[[Immortality|immortal]] individual.&lt;br /&gt;
&lt;br /&gt;
The sprite assigned to a werebeast will be closest to its randomly, procedurally generated appearance. There are 72 possible sprites.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated during world generation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having werebeasts (and therefore not having [[fun]]), generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.&lt;br /&gt;
&lt;br /&gt;
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
=== Curse transmission and effects ===&lt;br /&gt;
Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead. When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached. Transformations will not remove their status as undead.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse; wererhinos and weremammoths are particularly massive, while those based on smaller creatures can have a random size at least 1/3 larger than a dwarf. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at &amp;quot;dabbling&amp;quot; level. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and all but the smallest are completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may be caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
=== Combat, strengths and weaknesses ===&lt;br /&gt;
If the werebeast cannot use weapons in its beast form (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and using stealth. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;[[Syndrome|night sickness]]&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* werechameleon&lt;br /&gt;
* weregecko&lt;br /&gt;
* weregilamonster&lt;br /&gt;
* wereiguana&lt;br /&gt;
* werelizard&lt;br /&gt;
* weremonitor&lt;br /&gt;
* wereskink&lt;br /&gt;
* weretortoise**&lt;br /&gt;
* wereturtle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* wereanteater*&lt;br /&gt;
* wereantelope**&lt;br /&gt;
* wereape**&lt;br /&gt;
* werearmadillo&lt;br /&gt;
* werebadger&lt;br /&gt;
* werebear**&lt;br /&gt;
* werebeaver&lt;br /&gt;
* werebison*&lt;br /&gt;
* werebuffalo&lt;br /&gt;
* werebull&lt;br /&gt;
* werecamel**&lt;br /&gt;
* werecapybara&lt;br /&gt;
* werecat&lt;br /&gt;
* werecavy&lt;br /&gt;
* werechinchilla&lt;br /&gt;
* werecivet*&lt;br /&gt;
* werecoati&lt;br /&gt;
* werecoyote&lt;br /&gt;
* weredeer&lt;br /&gt;
* weredonkey&lt;br /&gt;
* wereelephant&lt;br /&gt;
* wereelk&lt;br /&gt;
* werefox&lt;br /&gt;
* weregiraffe&lt;br /&gt;
* weregoat&lt;br /&gt;
* weregopher*&lt;br /&gt;
* werehare&lt;br /&gt;
* werehedgehog&lt;br /&gt;
* werehorse&lt;br /&gt;
* werehyena&lt;br /&gt;
* werejackal&lt;br /&gt;
* werekangaroo&lt;br /&gt;
* werekoala&lt;br /&gt;
* werelemur*&lt;br /&gt;
* werellama&lt;br /&gt;
* wereloris*&lt;br /&gt;
* weremammoth*&lt;br /&gt;
* weremarmot&lt;br /&gt;
* weremole*&lt;br /&gt;
* weremongoose&lt;br /&gt;
* weremonkey**&lt;br /&gt;
* weremoose&lt;br /&gt;
* weremouse*&lt;br /&gt;
* wereopossum&lt;br /&gt;
* werepanda&lt;br /&gt;
* werepangolin&lt;br /&gt;
* werepanther**&lt;br /&gt;
* werepig&lt;br /&gt;
* wereporcupine&lt;br /&gt;
* wererabbit&lt;br /&gt;
* wereraccoon&lt;br /&gt;
* wererat&lt;br /&gt;
* wererhinoceros&lt;br /&gt;
* weresheep&lt;br /&gt;
* wereshrew*&lt;br /&gt;
* wereskunk&lt;br /&gt;
* weresloth&lt;br /&gt;
* weresquirrel&lt;br /&gt;
* weretapir&lt;br /&gt;
* werewarthog&lt;br /&gt;
* wereweasel&lt;br /&gt;
* werewolf&lt;br /&gt;
* werewombat&lt;br /&gt;
* werezebra*&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae; | !! Graphic !! Werebeast&lt;br /&gt;
|+ Reptile Werebeasts&lt;br /&gt;
|[[File:werechameleon_sprite.png|center]] || Werechameleon || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregecko_sprite.png|center]] || Weregecko || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregilamonster_sprite.png|center]] || Weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereiguana_sprite.png|center]] || Wereiguana || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelizard_sprite.png|center]] || Werelizard || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonitor_sprite.png|center]] || Weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereskink_sprite.png|center]] || Wereskink || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Weretortoise** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mammal Werebeasts&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereanteater_sprite.png|center]] || Wereanteater* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoati_sprite.png|center]] || Werecoati || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werekoala_sprite.png|center]] || Werekoala || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereporcupine_sprite.png|center]] || Wereporcupine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereantelope_sprite.png|center]] || Wereantelope** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoyote_sprite.png|center]] || Werecoyote || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelemur_sprite.png|center]] || Werelemur || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererabbit_sprite.png|center]] || Wererabbit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereape_sprite.png|center]] || Wereape** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredeer_sprite.png|center]] || Weredeer || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werellama_sprite.png|center]] || Werellama || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereraccoon_sprite.png|center]] || Wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werearmadillo_sprite.png|center]] || Werearmadillo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredonkey_sprite.png|center]] || Weredonkey || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereloris_sprite.png|center]] || Wereloris* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererat_sprite.png|center]] || Wererat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebadger_sprite.png|center]] || Werebadger || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelephant_sprite.png|center]] || Wereelephant || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremammoth_sprite.png|center]] || Weremammoth* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererhinoceros_sprite.png|center]] || Wererhinoceros&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebear_sprite.png|center]] || Werebear** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelk_sprite.png|center]] || Wereelk || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremarmot_sprite.png|center]] || Weremarmot || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresheep_sprite.png|center]] || Weresheep&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werebeaver_sprite.png|center]] || Werebeaver || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werefox_sprite.png|center]] || Werefox || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremole_sprite.png|center]] || Weremole* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereshrew_sprite.png|center]] || Wereshrew*&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebison_sprite.png|center]] || Werebison* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregiraffe_sprite.png|center]] || Weregiraffe || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremongoose_sprite.png|center]] || Weremongoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereskunk_sprite.png|center]] || Wereskunk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebuffalo_sprite.png|center]] || Werebuffalo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregoat_sprite.png|center]] || Weregoat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonkey_sprite.png|center]] || Weremonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresloth_sprite.png|center]] || Weresloth&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebull_sprite.png|center]] || Werebull || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregopher_sprite.png|center]] || Weregopher* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremoose_sprite.png|center]] || Weremoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresquirrel_sprite.png|center]] || Weresquirrel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecamel_sprite.png|center]] || Werecamel** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehare_sprite.png|center]] || Werehare || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremouse_sprite.png|center]] || Weremouse* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretapir_sprite.png|center]] || Weretapir&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecapybara_sprite.png|center]] || Werecapybara || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehedgehog_sprite.png|center]] || Werehedgehog || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereopossum_sprite.png|center]] || Wereopossum || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewarthog_sprite.png|center]] || Werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecat_sprite.png|center]] || Werecat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehorse_sprite.png|center]] || Werehorse || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepanda_sprite.png|center]] || Werepanda || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereweasel_sprite.png|center]] || Wereweasel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecavy_sprite.png|center]] || Werecavy || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehyena_sprite.png|center]] || Werehyena || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepangolin_sprite.png|center]] || Werepangolin || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewolf_sprite.png|center]] || Werewolf&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werechinchilla_sprite.png|center]] || Werechinchilla || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werejackal_sprite.png|center]] || Werejackal || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werebeast_sprite.png|center]] || Werepanther** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewombat_sprite.png|center]] || Werewombat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecivet_sprite.png|center]] || Werecivet* || style=&amp;quot;background:#ddd | || [[File:werekangaroo_sprite.png|center]] || Werekangaroo || style=&amp;quot;background:#ddd | || [[File:werepig_sprite.png|center]] || Werepig || style=&amp;quot;background:#ddd | || [[File:werezebra_sprite.png|center]] || Werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms. This can only happen after a certain amount of time has passed, which can be adjusted in the [[Difficulty#Werebeasts|difficulty]] [[settings]], or can be [[Difficulty#Individual_enemy_toggles|completely disabled]].&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note that most werebeast forms are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]''.]]&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it.&lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Only the original werebeast of a particular strain is immune to aging. All subsequent creatures who become infected from that strain will still retain their original lifespans (in the case of elves and goblins, they simply continue to be immortal). While transformed, a werebeast will require neither food nor drink, nor do they require sleep. Note that the immunity to these requirements only applies during the full moon. However, the monthly transformation resets an infected creature's dehydration and hunger levels, thus allowing them to be trapped in a room until they expire from old age (although they will likely go mad well before this happens). Additionally, each transformation will heal any and all of an infected creature's wounds, and will also restore any missing limbs which the creature may have had.&lt;br /&gt;
&lt;br /&gt;
Particularly [[Fun]] ideas for using werecreatures include:&lt;br /&gt;
&lt;br /&gt;
===Infecting your entire fort===&lt;br /&gt;
It is possible for everyone in the fort to become infected; having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service; your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe, as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite time-consuming as well; may kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards, as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly ‼fun‼ for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again, you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
The following are some commonly used methods to achieve this; in an approximately decreasing order of risk to your fortress population, but increasing effort to implement.&lt;br /&gt;
&lt;br /&gt;
==== Squad assignment method ====&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get [[Wound|injured]] will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves, or being pummeled into submission without spreading their curse. Another significant problem arises when an attack by either the werebeast or a dwarf happens at the moment of transformation. This is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
==== Confinement method ====&lt;br /&gt;
Another method is to simply lock a werebeast in a room with civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The increasing risk with this method, is that werebeasts become legendary fighters/wrestlers very quickly, at which point they are capable of mortally wounding, or outright killing, half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
==== Cage trap method ====&lt;br /&gt;
[[Image:Creature_wereracoon_cage-trap_v50.png|thumb|right|Wereraccoon accidentally caught in cage trap. A safer outcome than most [[‼SCIENCE‼]] failures.]]&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but make sure the room is completely covered in [[cage trap]]s (Though this method may not work with certain types of werebeasts, such as wereraccoons, as they may be small enough to be caught in cage traps when transformed). Many injuries inflicted by werebeasts can knock a dwarf [[unconscious]] due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is [[Thought#Justice|released]] from a cage gets an enormous [[Emotion|happiness]] boost that will help him [[Stress|cope with]] the loss of [[Relationship|family and friends]] who were not so lucky.&lt;br /&gt;
&lt;br /&gt;
Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet), that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a [[lever]]), to prevent [[insanity]] due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option to integrate werebeasts into your fort is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in beast form, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the beast form's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating [[military]] force if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Werebeast soldiers are mostly useful when their beast form is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in beast form can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons, they may still be useful as soldiers if their beast form is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their [[Squad#Station_order|stations]], [[Scheduling|alerts]] and [[Squad#Creating_and_assigning_uniforms|uniforms]] (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destructible buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
[[Stupid dwarf trick|Bonus points]] if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from beast form, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your werebeast soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in beast form, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Full Moons / Transformation dates==&lt;br /&gt;
In ''Dwarf Fortress'', werebeasts transform only and always on the exact date of the full moon. Note that the transformation lasts for the full date, not just the night.&lt;br /&gt;
&lt;br /&gt;
The Dwarven [[calendar]] has 12 months, each exactly 28 days long (four 7-day weeks each). In ''Dwarf Fortress'', the full moon occurs about* every 26 days, and falls on the same dates every year. This means that there are exactly thirteen full moons in a dwarven year, with 2 full moons falling in the last month, Obsidian.&lt;br /&gt;
&lt;br /&gt;
:: {| class=wikitable&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #eee;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: navy; color: white;&amp;quot; | Full &amp;lt;br&amp;gt;	&amp;amp;#x26AA; &amp;lt;br&amp;gt; Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Northern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Southern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 2nd&amp;lt;br&amp;gt;''&amp;lt;small&amp;gt;&amp;amp;&amp;lt;/small&amp;gt;''&amp;lt;br&amp;gt;28th &lt;br /&gt;
|}&lt;br /&gt;
:: ''(* The math of {12 months x 28 days each} vs. {13 full moons x 26 days each} is not a perfect match, they're different by 2 days (336 vs. 338). This results in two &amp;lt;u&amp;gt;25&amp;lt;/u&amp;gt; day lunar cycles (each 1 day shorter), one between months 7-8 and one between months 12-1.)''&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
[[File:DnD Lycantrop.png|thumb|Non-leather clothing will be destroyed on any transformation]]&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of &amp;quot;he assumes a bestial form&amp;quot; along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form, or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeastery or [[Vampire|vampirism]] (toppling statues unrelated to your religion has no effect). A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse – which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon, all injuries are instantly healed, then again when the phase ends. This includes otherwise permanent injuries like nerve damage and dismemberment.&lt;br /&gt;
*For 30 game hours you are inexhaustible – the perfect time to train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your experience may vary; sometimes base and maximum stats are ''lower'' than your normal form).&lt;br /&gt;
*Increase in mass that scales up with animal's base size (e.g., a smaller creature adds a marginal amount, a larger creature may gain mass in the 100,000s).&lt;br /&gt;
*Acquire all the animal's traits, including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which, similar to necromancers' agelessness, makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*You will be attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species and your base species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Beast form often starts relatively weaker, and its maximum potential may be less than natural form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}. To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other, more indirect means]], like quarantining them via forbidden doors on hospitals fitted with [[Drowning chamber|hygienic measures]].&lt;br /&gt;
* On first transformation, an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
There have been tales of a Human who would become a Werebeaver when he spent too much time chopping trees. He would carry a legendary talking axe and do his best to not starve. He also had a severe disdain for all birds.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=316265</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=316265"/>
		<updated>2026-06-25T22:57:09Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|14:19, 12 February 2023 (UTC)}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
[[File:creatures_preview2.png|right]]In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.&lt;br /&gt;
&lt;br /&gt;
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question-mark placeholder may also be shown instead. Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).&lt;br /&gt;
&lt;br /&gt;
Nearly all creatures in the game, including [[Megabeast|very]] [[Giant sperm whale|large]] [[Sea serpent|ones]], take the space of a single tile, even if their [[Graphics|sprites]] imply otherwise ([[wagons]] being the only exception). There are 870 creatures in the game. In adventure mode, creatures can have different labels to differentiate similar ones from [[historical figure]]s. For example, a goblin may be labeled as a &amp;quot;white-haired goblin bowyer&amp;quot; while another would be a &amp;quot;high-cheekbones goblin bowyer&amp;quot;. There are also extinct creatures, which exist as a separate category, that can be completely removed from a world, only existing either in the wild or as domesticated beings, depending on the player's settings. Many of these extinct creatures are based on real-world prehistoric animals, and also - like the other animals in the game - exist in humanoid form.&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
&amp;lt;!--[[File:many_creatures_v50_preview.png|thumb|172px|right|Many creatures packed into one area, in the object testing arena.]]--&amp;gt;[[File:creatures_many.png|thumb|right|124px|Many creatures packed into one area, but in ASCII mode.]]The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token]]s in the [[raws]] that deal with creature spawning:&lt;br /&gt;
*&amp;lt;tt&amp;gt;[FREQUENCY:X]&amp;lt;/tt&amp;gt;: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. &lt;br /&gt;
*&amp;lt;tt&amp;gt;[CLUSTER_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines ''how many'' creatures will appear at one time on a map.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[POPULATION_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines the ''total number'' of this type of creature that can ''ever'' visit your fortress - the exact number varies, depending on the map.&lt;br /&gt;
 &lt;br /&gt;
For example, [[deer]] have a &amp;lt;tt&amp;gt;[POPULATION_NUMBER:15:30]&amp;lt;/tt&amp;gt;, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[premium version]].&lt;br /&gt;
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
* '''Name:''' The name of the creature as it displays in-game.&lt;br /&gt;
* '''Playable:''' If &amp;quot;No&amp;quot;, the creature is not playable in any modes. &amp;quot;Fort&amp;quot; indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). &amp;quot;Adv&amp;quot; indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.&lt;br /&gt;
* '''Hostile:''' If &amp;quot;Yes&amp;quot;, then the creature will attack on sight,{{verify}} if &amp;quot;No&amp;quot; then the creature is either neutral, or friendly -  mindless [[undead]] creatures are always hostile to living things.&lt;br /&gt;
* '''Food Source:''' If &amp;quot;Yes&amp;quot;, then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.&lt;br /&gt;
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]], to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
* '''Pet Value:''' This is the base value that the creature and its butchering products can be bought and sold for during [[trading]].&lt;br /&gt;
* '''Biome:''' Where the creature can be found.&lt;br /&gt;
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
Note: If you wish to view alternate ways of sorting creatures, such as sorting by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main races====&lt;br /&gt;
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|banditry]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and [[hamlet]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=[[Cave]]s|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and general hostility, good for a newer player to learn the basics.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Underground Tribes ====&lt;br /&gt;
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers. They can also perform [[Ambush|ambushes]] once the [[cavern]]s are reached, depending on which creatures are hostile.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Animal person civilizations initially encountered in the caverns will never be hostile, even if the game states otherwise. Those encountered in ambushes, however, will be aggressive.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Ant-men body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Livestock and Domestic Animals ===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures that have long been [[Domestic animal|domesticated]], and either play a part in the [[meat industry]], or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans.  Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=&lt;br /&gt;
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable, pack animal and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beasts and Monsters===&lt;br /&gt;
All kinds of monstrous creatures that roam the land and underground caverns, including: [[semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=Starts with combat skill}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=&lt;br /&gt;
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Procedurally generated====&lt;br /&gt;
These creatures are procedurally generated, and different for every savefile. Their raws may be extracted from the world.dat file in uncompressed save folders. Their sprite will appear as the closest resemblance to their randomly generated appearance, including their colors and design, such as having wings, trunks, tusks, etc. The animated sprites below are just a few possible sprites without custom colors added.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Forgotten beast|symbol=&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Titan|symbol=&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Animals ===&lt;br /&gt;
This section includes wild [[animals]], as well as their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign, and will not attack unless being attacked first. Some will be drawn to your stockpiles to steal [[steals drink|drink]], [[Steals food|food]] or [[Steals items|something shiny]]. Some can be easily overcome, and yet others can be significant threats, like the dreaded [[elephant]].&lt;br /&gt;
&lt;br /&gt;
==== Agitation ====&lt;br /&gt;
Disruption of the environment in a [[savage]] biome, such as [[woodcutting]] or [[fishing]], may cause the appearance of &amp;quot;agitated&amp;quot; or &amp;quot;irritated&amp;quot; animals. Agitated animals will directly seek out and attack dwarves, instead of their normal behavior. Agitation rate and threshold can be adjusted in the [[Difficulty#Wilderness_irritation|difficulty]] [[settings]]. Agitation can be removed by [[taming]] animals captured in [[cage trap]]s. With [[DFHack]], it is possible to check current agitation status by executing the command &amp;lt;code&amp;gt;agitation-rebalance status&amp;lt;/code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/agitation-rebalance.html].&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:black_crested_gibbon_sprite_anim.gif]]|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland,  tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]].  '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion|graphic=[[File:giant_lion_sprite_anim.gif]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland,  temperate savanna|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Subterranean====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_bat_sprite_anim2.gif]]|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_cave_swallow_sprite_anim.gif]]|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp,  tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=200|biome=Temperate river, temperate  lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh,  river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extinct===&lt;br /&gt;
Added in the Dino Update, extinct creatures are a separate variation of creatures, including their humanoid versions. These creatures are further categorized through the prehistoric time period they existed in: [https://en.wikipedia.org/wiki/Cambrian Cambrian], [https://en.wikipedia.org/wiki/Carboniferous Carboniferous] , [https://en.wikipedia.org/wiki/Cenozic Cenozic], [https://en.wikipedia.org/wiki/Cretaceous Cretaceous], [https://en.wikipedia.org/wiki/Devonian Devonian], [https://en.wikipedia.org/wiki/Jurassic Jurassic], [https://en.wikipedia.org/wiki/Ordovician Ordovician], [https://en.wikipedia.org/wiki/Permian Permian], [https://en.wikipedia.org/wiki/Silurian Silurian] and [https://en.wikipedia.org/wiki/Triassic Triassic]. Before generating a world, the player can customize how they appear, or if they appear at all.&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aegirocassis|symbol=a|color=1:0:1|food=Yes|playable=No|hostile=No|size=40,000|value=50|biome=Tropical ocean, temperate ocean|note=Ordovician}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Night creature|Night Creatures]] / Other ==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Night creatures===&lt;br /&gt;
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note=Formerly living creatures animated through magic.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:bogeyman_sprite.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=10,000 to 20,000|value=Not tameable|biome=[[Evil]] biomes|note=Evil predatory shape-shifters that stalk unfortunate victims in the night.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:experiment_sprite_anim.gif]]|name=Experiment|symbol=&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|note= Failed or successful products of experimentation on living citizens or livestock.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Unchanged|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Unchanged|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead, retaining part of their personality.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:night_troll_sprite.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000 to 150,000|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims, turning them into troll spouses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:moon_sprite.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=100,000 to 1,100,000|value=Not tameable|biome=N/A|note=Unspeakably horrifying and grotesque creatures summoned by supernatural forces.}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|hostile=Yes|size=Unchanged|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=80,000 to 90,000|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. The player cannot start out as a vampire, but can become one by feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Demon|symbol=&amp;amp;|color=7:0:1|food=No|playable=No|hostile=Yes|size=400,000 to 10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=Varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Blind_cave_bear_sprite.png]]&amp;amp;nbsp;[[File:guardian_sprite.png]]|name=Dungeon guardian|symbol=ÿ|color=5:0:1|food=No|playable=No|hostile=Yes|size=Unchanged|value=Not tameable|biome=[[Mysterious dungeon|Mysterious sites]]|note=Immortal figures that have been changed to relentlessly guard [[mysterious dungeon]]s.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]&lt;br /&gt;
&lt;br /&gt;
===Nonexistent===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|graphic=[[File:statue_covered_sprite.png]]|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|graphic=[[File:statue_covered_sprite.png]]|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|graphic=[[File:statue_covered_sprite.png]]|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[File:placeholder_sprite.png|right|thumb|The debug creature.]]If the game does not recognize a creature and/or cannot find the [[Graphics#Creature_Graphics|sprite associated for it]], the sprite will default to a blue, round, blob-like face with stubby legs.&lt;br /&gt;
*Many of the original [[Cavern#Creatures|underground creatures]] were drawn by [[Toady One|Tarn]] and [[ThreeToe|Zach]] Adams &amp;quot;in a couple of notebooks in our parents' living room one day, more than a decade ago, when we were trying to populate the [[v0.31:Release_information#The_Underground|new-at-the-time]] 3D [[Cavern|underground]].&amp;quot; ([http://www.bay12games.com/dwarves/index.html#2024-06-25 Bay 12 Games])&amp;lt;br&amp;gt;While most of these were implemented in [[v0.31:Release_information|v0.31]], some concepts were left on the cutting room floor.&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_01.jpg Page 1]: [[Bugbat]] and [[drunian]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_02.jpg Page 2]: [[Manera]] and king cave worm.&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_03.jpg Page 3]: [[Molemarian]] and mole rat [[Animal person#Subterranean animal people|man]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_04.jpg Page 4]: Magma seal, magma walrus, and [[jabberer]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_05.jpg Page 5]: [[Pond grabber]], [[blind cave bear]], [[cave dragon]], and [[reacher]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_06.jpg Page 6]: [[Gorlak]] and [[cave fish man]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_07.jpg Page 7]: [[Floating guts]], [[drunian]], and grabber.&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_08.jpg Page 8]: [[Creeping eye]], [[voracious cave crawler]], and [[blind cave ogre]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_09.jpg Page 9]: [[Cap hopper]], [[magma crab]], and [[crundle]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_10.jpg Page 10]: [[Hungry head]], [[flesh ball]], and [[elk bird]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_11.jpg Page 11]: [[Helmet snake]], [[green devourer]], and [[rutherer]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_12.jpg Page 12]: [[Creepy crawler]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_13.jpg Page 13]: [[Draltha]], [[giant earthworm]], and [[blood man]].&lt;br /&gt;
** [https://bay12games.com/dwarves/notebook/notebook_14.jpg Page 14]: Stilt plucker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mes&lt;br /&gt;
| elvish  = amu&lt;br /&gt;
| goblin  = los&lt;br /&gt;
| human   = mos&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures| }}&lt;br /&gt;
[[ru:Creature]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=316218</id>
		<title>Lye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=316218"/>
		<updated>2026-06-24T22:37:26Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is a [[liquid]] used to make [[soap]], and can also be used to make [[potash]] (Although potash is more easily made directly from ash, which is also the precursor to lye). Lye is made by a [[lye maker]] at an [[ashery]], and requires 1 [[bar]] of [[ash]] and an empty [[bucket]]; ash is made from [[wood]] by a wood burner at a [[wood furnace]].&lt;br /&gt;
&lt;br /&gt;
Lye is moved from buckets into a [[barrel]] if you have a [[Stockpile#Food|food stockpile]] with &amp;quot;lye&amp;quot; enabled and a spare barrel, and each barrel will hold up to 100 units. Lye can also be ordered in [[trade agreement]]s, and each barrel brought by a [[caravan]] will contain a stack of 10 units.&lt;br /&gt;
&lt;br /&gt;
== Frozen lye ==&lt;br /&gt;
Lye freezes in cold weather – you'll have to wait until it thaws in order to make [[soap]]. Lye can be moved to a warmer [[underground]] location to thaw it. Alternatively, careful application of [[magma]] may be used. However, there is no entry for frozen lye in stockpile menus, so dwarves will not haul a frozen lye barrel to any type of stockpile.&lt;br /&gt;
&lt;br /&gt;
Barrels containing frozen lye can be moved [[underground]] to thaw by dumping them to a [[garbage dump]], but if you use the [[Designations Menu]] to mark the barrels, the frozen lye stack will be marked for dumping separately, and when it is hauled inside, it will melt into a useless puddle on the floor. Instead, select the barrel and click dump [[File:Dump option icon.png|30px]] on it to mark just the barrel for dumping, and its contents will stay inside.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outdoors in freezing weather, frozen lye (or [[milk#Dwarven_ice_cream|milk]]) barrels will appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 20☼ higher than the price of the barrel, or by viewing their contents. If purchased, these will also have to be dumped to thaw the lye, or will have to wait for better weather.&lt;br /&gt;
&lt;br /&gt;
[[File:Handmade Soap 1.JPG|thumb|300px|center|Handmade soap made with pure lye.]]&lt;br /&gt;
&lt;br /&gt;
== Work orders conditions ==&lt;br /&gt;
The default suggested [[Work orders|condition]] for lye as an ingredient is &amp;quot;lye-containing items&amp;quot;, which is rather confusing, because it doesn't distinguish between buckets and barrels of lye, but you can create a condition for lye itself by doing the following{{cite reddit|zratdi/comment/j12q3ur}}:&lt;br /&gt;
# Create an empty condition&lt;br /&gt;
# Select the &amp;quot;Liquid&amp;quot; type&lt;br /&gt;
# Select the &amp;quot;Lye&amp;quot; material; and you're good to go.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|LYE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Lye]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=316213</id>
		<title>Lye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=316213"/>
		<updated>2026-06-24T08:40:38Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Work orders conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is a [[liquid]] used to make [[soap]], and can also be used to make [[potash]] (Although potash is more easily made directly from ash, which is also the precursor to lye). Lye is made by a [[lye maker]] at an [[ashery]], and requires 1 [[bar]] of [[ash]] and an empty [[bucket]]; ash is made from [[wood]] by a wood burner at a [[wood furnace]].&lt;br /&gt;
&lt;br /&gt;
Lye is moved from buckets into a [[barrel]] if you have a [[Stockpile#Food|food stockpile]] with &amp;quot;lye&amp;quot; enabled and a spare barrel, and each barrel will hold up to 100 units. Lye can also be ordered in [[trade agreement]]s, and each barrel brought by a [[caravan]] will contain a stack of 10 units.&lt;br /&gt;
&lt;br /&gt;
== Frozen lye ==&lt;br /&gt;
Lye freezes in cold weather – you'll have to wait until it thaws in order to make [[soap]]. Lye can be moved to a warmer [[underground]] location to thaw it. Alternatively, careful application of [[magma]] may be used. However, there is no entry for frozen lye in stockpile menus, so dwarves will not haul a frozen lye barrel to any type of stockpile.&lt;br /&gt;
&lt;br /&gt;
Barrels containing frozen lye can be moved [[underground]] to thaw by dumping them to a [[garbage dump]], but if you use the [[Designations Menu]] to mark the barrels, the frozen lye stack will be marked for dumping separately, and when it is hauled inside, it will melt into a useless puddle on the floor. Instead, select the barrel and click dump [[File:Dump option icon.png|30px]] on it to mark just the barrel for dumping, and its contents will stay inside.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outdoors in freezing weather, frozen lye (or [[milk#Dwarven_ice_cream|milk]]) barrels will appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 20☼ higher than the price of the barrel, or by viewing their contents. If purchased, these will also have to be dumped to thaw the lye, or will have to wait for better weather.&lt;br /&gt;
&lt;br /&gt;
[[File:Handmade Soap 1.JPG|thumb|300px|center|Handmade soap made with pure lye.]]&lt;br /&gt;
&lt;br /&gt;
== Work orders conditions ==&lt;br /&gt;
The default suggested [[Work orders|condition]] for lye as an ingredient is &amp;quot;lye-containing items&amp;quot;, which is rather confusing, because it doesn't distinguish between buckets and barrels of lye, but you can create a condition for lye itself by doing the following{{cite reddit|zratdi/comment/j12q3ur}}:&lt;br /&gt;
# Create an empty condition&lt;br /&gt;
# Select the &amp;quot;Liquid&amp;quot; type&lt;br /&gt;
# Select the &amp;quot;Lye&amp;quot; material&lt;br /&gt;
&lt;br /&gt;
and you're good to go.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|LYE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Lye]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=316198</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=316198"/>
		<updated>2026-06-23T08:25:10Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Agility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].&lt;br /&gt;
&lt;br /&gt;
Body Attributes can be viewed in the creature's Health -&amp;gt; Description screen. Soul Attributes can be viewed in the creature's Personality -&amp;gt; Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}&lt;br /&gt;
&lt;br /&gt;
On the Overview screen, a creature's top six most varied attributes and [[personality_trait|personality traits]] are summarized in order of how much they differ from the average dwarf. The adjectives used are more generalized than those used in the Traits screen, and are limited to two per trait (Creative and Not creative, Strong and Weak, etc.). For example, &amp;quot;a boundless creative imagination&amp;quot; is merely listed as &amp;quot;Creative&amp;quot;, while &amp;quot;unfathomably weak&amp;quot; is just listed as &amp;quot;Weak&amp;quot;. Since some of the adjectives used in the Overview summary overlap with some used in the Traits screen, this can be somewhat misleading. However, average and one tier above/below average traits will never be listed in the Overview screen, so only a &amp;quot;very weak&amp;quot; or below dwarf will be listed as &amp;quot;Weak&amp;quot; in the overview.&lt;br /&gt;
&lt;br /&gt;
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute and skill gain and rust rates are [[creature token]]s that are moddable in raws as such.&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average&amp;lt;!-- caste average? --&amp;gt;. [[Human]]s' median attribute values are always 1000 - thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves, due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.&lt;br /&gt;
&lt;br /&gt;
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.&lt;br /&gt;
&lt;br /&gt;
These descriptions are not used in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Body attributes ==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more, and larger size makes one stronger in general), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000  || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &amp;amp;mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.&lt;br /&gt;
&lt;br /&gt;
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as &amp;quot;abysmally clumsy&amp;quot;. Dwarves with an Agility of 0 or less will still move, just very much more slowly.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1900&amp;amp;ndash;5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650&amp;amp;ndash;1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400&amp;amp;ndash;1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150&amp;amp;ndash;1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 651&amp;amp;ndash;1149  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 401&amp;amp;ndash;650   || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151&amp;amp;ndash;400   || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;150     || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| (never displayed) || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Increases time required to suffocate. The dwarf median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which creatures become exhausted, increases the rate of tiredness recovery, increases time required to suffocate, and, if both this and WILLPOWER are effectively above 1750, prevents falling over from exhaustion. The dwarven median endurance of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing and the speed at which fat is lost. The dwarven median recuperation of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease resistance===&lt;br /&gt;
Reduces the effects of resistable syndromes, increases the speed at which one gains a resistance to resistable syndromes, and reduces the chance of wounds being infected. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by body attribute ==&lt;br /&gt;
{{SkillsByBodyAttribute}}&lt;br /&gt;
&lt;br /&gt;
==Soul attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier-to-read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical ability===&lt;br /&gt;
The dwarven median analytical ability of 1250 is slightly above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
The dwarven median focus of 1500 is above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&amp;lt;!-- These values are somewhat suspect... --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 2500&amp;amp;ndash;5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;2499 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1251&amp;amp;ndash;1749 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1250 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;500 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
If both this and ENDURANCE are effectively above 1750, prevents falling over from exhaustion. The dwarven median willpower of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
The dwarven median creativity of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
The dwarven median intuition of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience; for example, it directly impacts the rate at which a character in [[adventure mode]] will become impatient during a conversation, and thusly determines the length of the discussion.&lt;br /&gt;
The dwarven median patience of 1250 is slightly above the human average. &lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
The dwarven median memory of 1250 is slightly above the human average - for [[Adventure mode]] characters, this affects how many previously-seen [[tile]]s can be remembered.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic ability===&lt;br /&gt;
The dwarven median linguistic ability of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial sense===&lt;br /&gt;
The dwarven median spatial sense of 1500 is above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2500&amp;amp;ndash;5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;2499 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1251&amp;amp;ndash;1749 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1250 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;500 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
The dwarven median musicality of 1000 is exactly the human average. &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic sense===&lt;br /&gt;
No special effect, but it should be noted that it's the most important skill-governing mental attribute for combat. The dwarven median kinesthetic sense of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astounding feel for the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of [his/her] own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
The dwarven median empathy of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social awareness===&lt;br /&gt;
Along with the leadership skill, determines the max follower count in adventure mode. The dwarven median social awareness of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by soul attribute ==&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by associated attributes ==&lt;br /&gt;
Skills have both Primary attributes (labeled &amp;quot;A&amp;quot;) and Secondary attributes (labeled &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot;). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points. Dwarven ranges and averages vary; see descriptions above.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
!rowspan=&amp;quot;144&amp;quot;|&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Blacksmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonecutter]] || {{X|A}} || {{X|B}} || || || || || || || || {{X|C}} || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone carver]] || {{X|B}} || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance or Recuperation&lt;br /&gt;
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
== Dwarf attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 870.83..., median 900.&lt;br /&gt;
&lt;br /&gt;
== Training attributes == &lt;br /&gt;
&lt;br /&gt;
It would seem that various skills train various attributes at different rates. For physical attributes and Willpower, military training works best - it relatively quickly gives a dwarf some extra Agility and Strength, making them walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labor is completed).  &lt;br /&gt;
&lt;br /&gt;
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.&lt;br /&gt;
&lt;br /&gt;
All attribute values are capped based on their initial value, the attribute's {{token|MENT_ATT_CAP_PERC}} or {{token|PHYS_ATT_CAP_PERC}} value (which defaults to 200), and the attribute's ''median'' value (i.e. the middle value in {{token|PHYS_ATT_RANGE}} or {{token|MENT_ATT_RANGE}}) - the exact cap is either ``(starting_value * ATT_CAP_PERC) / 100`` or ``starting_value + ATT_RANGE.MEDIAN``, whichever is higher.&lt;br /&gt;
&lt;br /&gt;
The speed of learning attributes is governed by &amp;quot;cost to improve&amp;quot; in {{token|PHYS_ATT_RATES}} and {{token|MENT_ATT_RATES}}. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labor to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.&lt;br /&gt;
&lt;br /&gt;
''Note:'' For trading and appraising caravan goods the attribute gain is calculated differently (as in both cases incrementing the counter every ten ticks makes no sense). For appraising caravan goods the total worth of goods matters. For trading each single transaction increases the counter for the attributes (involved) in haggling (possibly by different amounts).&lt;br /&gt;
&lt;br /&gt;
==Standard ranges==&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[0:0:0:0:0:0:0]                     || unattainable&lt;br /&gt;
|-&lt;br /&gt;
|[0:100:200:300:400:450:500]         || ---&lt;br /&gt;
|-&lt;br /&gt;
|[0:400:600:750:800:900:1100]        || --&lt;br /&gt;
|-&lt;br /&gt;
|[150:600:800:900:1000:1100:1500]    || -&lt;br /&gt;
|-&lt;br /&gt;
|[200:700:900:1000:1100:1300:2000]   || Default&lt;br /&gt;
|-&lt;br /&gt;
|[450:950:1150:1250:1350:1550:2250]  || +&lt;br /&gt;
|-&lt;br /&gt;
|[700:1200:1400:1500:1600:1800:2500] || ++&lt;br /&gt;
|-&lt;br /&gt;
|[1250:1500:1750:2000:2500:3000:5000]|| +++&lt;br /&gt;
|-&lt;br /&gt;
|[5000:5000:5000:5000:5000:5000:5000]|| max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Attribute]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=316192</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=316192"/>
		<updated>2026-06-22T12:04:53Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}.  Currently does not work due to a bug ({{Bug|11069}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode. Vanilla [[semimegabeast]]s have a difficulty of 5 and [[megabeast]]s have a difficulty of 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}.&amp;lt;br&amp;gt;Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. &lt;br /&gt;
&lt;br /&gt;
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires, but does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s &amp;quot;territory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their &amp;quot;territory&amp;quot; as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a &amp;quot;territory&amp;quot; which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).&lt;br /&gt;
&lt;br /&gt;
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves, disabling the limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
Large roamers are not able to spawn in Pool biomes as they do not connect to the edge of the map and are too small, Lake biomes are a suitable alternative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards, or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male; usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material. A maximum of 200 materials can be defined on any given creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. &amp;lt;s&amp;gt;Problematically applies to animal people based on the animal, and war trained animals{{bug|9588}}&amp;lt;/s&amp;gt; As of version 52.05, meandering behavior no longer applies to animal people and to animals that are trained for war or hunting..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature; a small number of those are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence world age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to the fortress military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. &lt;br /&gt;
&lt;br /&gt;
Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
Removes the high nature value check imposed by {{token|LOCAL_POPS_PRODUCE_HEROES|c}}.&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot be picked up for worldgen fell moods and cannot be made a skeleton deity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|[creature] [verb text] the [description of creature's location].|6:0}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material. A maximum of 200 materials can be defined on any given creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. A maximum of 200 materials can be defined on any given creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around. Required to catch the vermin with [[fishing]] or [[Fishery|capturing a live fish]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=316188</id>
		<title>Thirst</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=316188"/>
		<updated>2026-06-21T17:43:44Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: fix backwards construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Thirsty_Dwarves.gif‎|thumb|right|Dwarves quenching thirst.]]&lt;br /&gt;
[[Dwarf|Dwarves]], given time, will eventually get '''thirsty''', as indicated by [[File:status_thirst_icon.png]] / {{Tile|↓|1:1}} blinking over the thirsty dwarf. If a dwarf fails to drink in time, the thirst will proceed to dehydration and eventually death. A dwarf needs to drink about once in every three weeks.&lt;br /&gt;
&lt;br /&gt;
A thirsty dwarf prefers to drink [[Alcohol|booze]] - if none is available, they will go to the nearest [[water]] source and drink, ideally being a [[well]] inside the fortress, but they will drink from a [[river]], [[brook]], or even [[murky pool]]s if there are no other sources of water. A dwarf can live indefinitely on water alone, but without alcohol they will suffer bad thoughts, reduced movement speed/workrate, and combat abilities: making a dwarf's efficiency highly alcohol-dependent. While dwarves prefer an abundance of alcohol, dwarves give water to other dwarves when a dwarf is [[rest|resting]] and when a dwarf can't find something to drink on their own.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to be capable of subsisting on [[vomit]] and slime in particularly dire times, though this is (as to be expected) traumatizing and will quickly result in mental breakdowns and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten, and in challenging embark locations.&lt;br /&gt;
&lt;br /&gt;
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech drink from her, causing her to become thirsty at double the usual rate. This does not, however, count as alcohol - when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s and [[necromancer]]s never dehydrate and thus never drink water, but still enjoy consuming [[alcohol]]. In previous versions, [[Werebeast|werebeasts]] also did not need to drink, but this has since been fixed.&lt;br /&gt;
&lt;br /&gt;
Most types of humanoids who join a [[Fortress mode|fortress]], such as [[Human|humans]] and [[Elf|elves]] need to drink, [[Food|eat]], and [[sleep]]. In [[adventure mode]], these needs are only tracked for the currently-controlled character, and some creature types that can become playable after joining other civilizations, like [[goblin]]s and [[experiment]]s, do not need to drink. &lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Thirst increments by 1 during each game [[Time|tick]] ''(i.e. 1,200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
===Fortress mode===&lt;br /&gt;
:* {{Tooltip|20,000|17 fortress days}} - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* {{Tooltip|22,000|18 fortress days}} - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* {{Tooltip|25,000|21 fortress days}} - dwarf starts flashing {{dftext|Thirsty|6:0}}&lt;br /&gt;
:* {{Tooltip|35,000|29 fortress days}} - dwarf gets an unhappy [[thought]] about being Thirsty, cancels current [[job]] to get something to drink&lt;br /&gt;
:* {{Tooltip|50,000|42 fortress days}} - dwarf starts flashing {{dftext|Dehydrated|4:1}}&lt;br /&gt;
:* {{Tooltip|60,000|51 fortress days}} - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* {{Tooltip|75,000|63 fortress days}} - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
===Adventure mode===&lt;br /&gt;
:* {{Tooltip|57,600|8 adventure hours}} - adventurer becomes {{dftext|Thirsty|6:0}}&lt;br /&gt;
:* {{Tooltip|115,200|16 adventure hours}} - adventurer becomes {{dftext|Thirsty|6:1}}&lt;br /&gt;
:* {{Tooltip|172,800|1 adventure day}} - adventurer becomes {{dftext|Very thirsty|5:1}}&lt;br /&gt;
:* {{Tooltip|345,600|2 adventure days}} - adventurer becomes {{dftext|Dehydrated|5:1}}&lt;br /&gt;
:* {{Tooltip|864,000|5 adventure days}} - adventurer has {{dftext|died of thirst|5:1}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rëcus&lt;br /&gt;
| elvish  = pacata&lt;br /&gt;
| goblin  = strabtom&lt;br /&gt;
| human   = ethgath&lt;br /&gt;
}}&lt;br /&gt;
Finishing a drink (either through the {{dftext|Drink|3:1}} job or the {{Adv menu icon|e}} command) decreases the relevant counter by {{Tooltip|50,000|42 fortress days, 7 adventure hours}} (to a minimum of zero), though they may also decrement it additional times during the job's progress. An adventurer drinking a [[contaminant]] (such as tears or liquid on an item) leaves the counter unchanged.&lt;br /&gt;
&lt;br /&gt;
Being dehydrated for even a single [[tick]] will cause a [[miscarriage]] among pregnant dwarves.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Thirst]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=316187</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=316187"/>
		<updated>2026-06-21T17:38:18Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].&lt;br /&gt;
&lt;br /&gt;
Body Attributes can be viewed in the creature's Health -&amp;gt; Description screen. Soul Attributes can be viewed in the creature's Personality -&amp;gt; Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}&lt;br /&gt;
&lt;br /&gt;
On the Overview screen, a creature's top six most varied attributes and [[personality_trait|personality traits]] are summarized in order of how much they differ from the average dwarf. The adjectives used are more generalized than those used in the Traits screen, and are limited to two per trait (Creative and Not creative, Strong and Weak, etc.). For example, &amp;quot;a boundless creative imagination&amp;quot; is merely listed as &amp;quot;Creative&amp;quot;, while &amp;quot;unfathomably weak&amp;quot; is just listed as &amp;quot;Weak&amp;quot;. Since some of the adjectives used in the Overview summary overlap with some used in the Traits screen, this can be somewhat misleading. However, average and one tier above/below average traits will never be listed in the Overview screen, so only a &amp;quot;very weak&amp;quot; or below dwarf will be listed as &amp;quot;Weak&amp;quot; in the overview.&lt;br /&gt;
&lt;br /&gt;
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute and skill gain and rust rates are [[creature token]]s that are moddable in raws as such.&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average&amp;lt;!-- caste average? --&amp;gt;. [[Human]]s' median attribute values are always 1000 - thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves, due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.&lt;br /&gt;
&lt;br /&gt;
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.&lt;br /&gt;
&lt;br /&gt;
These descriptions are not used in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Body attributes ==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more, and larger size makes one stronger in general), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000  || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &amp;amp;mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.&lt;br /&gt;
&lt;br /&gt;
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as &amp;quot;abysmally clumsy&amp;quot;. Dwarves with an Agility of 0 or less will still move, just more and more slowly.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1900&amp;amp;ndash;5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650&amp;amp;ndash;1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400&amp;amp;ndash;1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150&amp;amp;ndash;1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 651&amp;amp;ndash;1149  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 401&amp;amp;ndash;650   || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151&amp;amp;ndash;400   || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;150     || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| (never displayed) || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Increases time required to suffocate. The dwarf median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which creatures become exhausted, increases the rate of tiredness recovery, increases time required to suffocate, and, if both this and WILLPOWER are effectively above 1750, prevents falling over from exhaustion. The dwarven median endurance of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing and the speed at which fat is lost. The dwarven median recuperation of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease resistance===&lt;br /&gt;
Reduces the effects of resistable syndromes, increases the speed at which one gains a resistance to resistable syndromes, and reduces the chance of wounds being infected. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by body attribute ==&lt;br /&gt;
{{SkillsByBodyAttribute}}&lt;br /&gt;
&lt;br /&gt;
==Soul attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier-to-read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical ability===&lt;br /&gt;
The dwarven median analytical ability of 1250 is slightly above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
The dwarven median focus of 1500 is above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&amp;lt;!-- These values are somewhat suspect... --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 2500&amp;amp;ndash;5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;2499 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1251&amp;amp;ndash;1749 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1250 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;500 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
If both this and ENDURANCE are effectively above 1750, prevents falling over from exhaustion. The dwarven median willpower of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
The dwarven median creativity of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
The dwarven median intuition of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience; for example, it directly impacts the rate at which a character in [[adventure mode]] will become impatient during a conversation, and thusly determines the length of the discussion.&lt;br /&gt;
The dwarven median patience of 1250 is slightly above the human average. &lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
The dwarven median memory of 1250 is slightly above the human average - for [[Adventure mode]] characters, this affects how many previously-seen [[tile]]s can be remembered.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic ability===&lt;br /&gt;
The dwarven median linguistic ability of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial sense===&lt;br /&gt;
The dwarven median spatial sense of 1500 is above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2500&amp;amp;ndash;5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;2499 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1251&amp;amp;ndash;1749 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1250 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;500 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
The dwarven median musicality of 1000 is exactly the human average. &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic sense===&lt;br /&gt;
No special effect, but it should be noted that it's the most important skill-governing mental attribute for combat. The dwarven median kinesthetic sense of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astounding feel for the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of [his/her] own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
The dwarven median empathy of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social awareness===&lt;br /&gt;
Along with the leadership skill, determines the max follower count in adventure mode. The dwarven median social awareness of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by soul attribute ==&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by associated attributes ==&lt;br /&gt;
Skills have both Primary attributes (labeled &amp;quot;A&amp;quot;) and Secondary attributes (labeled &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot;). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points. Dwarven ranges and averages vary; see descriptions above.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
!rowspan=&amp;quot;144&amp;quot;|&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Blacksmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonecutter]] || {{X|A}} || {{X|B}} || || || || || || || || {{X|C}} || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone carver]] || {{X|B}} || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance or Recuperation&lt;br /&gt;
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
== Dwarf attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 870.83..., median 900.&lt;br /&gt;
&lt;br /&gt;
== Training attributes == &lt;br /&gt;
&lt;br /&gt;
It would seem that various skills train various attributes at different rates. For physical attributes and Willpower, military training works best - it relatively quickly gives a dwarf some extra Agility and Strength, making them walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labor is completed).  &lt;br /&gt;
&lt;br /&gt;
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.&lt;br /&gt;
&lt;br /&gt;
All attribute values are capped based on their initial value, the attribute's {{token|MENT_ATT_CAP_PERC}} or {{token|PHYS_ATT_CAP_PERC}} value (which defaults to 200), and the attribute's ''median'' value (i.e. the middle value in {{token|PHYS_ATT_RANGE}} or {{token|MENT_ATT_RANGE}}) - the exact cap is either ``(starting_value * ATT_CAP_PERC) / 100`` or ``starting_value + ATT_RANGE.MEDIAN``, whichever is higher.&lt;br /&gt;
&lt;br /&gt;
The speed of learning attributes is governed by &amp;quot;cost to improve&amp;quot; in {{token|PHYS_ATT_RATES}} and {{token|MENT_ATT_RATES}}. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labor to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.&lt;br /&gt;
&lt;br /&gt;
''Note:'' For trading and appraising caravan goods the attribute gain is calculated differently (as in both cases incrementing the counter every ten ticks makes no sense). For appraising caravan goods the total worth of goods matters. For trading each single transaction increases the counter for the attributes (involved) in haggling (possibly by different amounts).&lt;br /&gt;
&lt;br /&gt;
==Standard ranges==&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[0:0:0:0:0:0:0]                     || unattainable&lt;br /&gt;
|-&lt;br /&gt;
|[0:100:200:300:400:450:500]         || ---&lt;br /&gt;
|-&lt;br /&gt;
|[0:400:600:750:800:900:1100]        || --&lt;br /&gt;
|-&lt;br /&gt;
|[150:600:800:900:1000:1100:1500]    || -&lt;br /&gt;
|-&lt;br /&gt;
|[200:700:900:1000:1100:1300:2000]   || Default&lt;br /&gt;
|-&lt;br /&gt;
|[450:950:1150:1250:1350:1550:2250]  || +&lt;br /&gt;
|-&lt;br /&gt;
|[700:1200:1400:1500:1600:1800:2500] || ++&lt;br /&gt;
|-&lt;br /&gt;
|[1250:1500:1750:2000:2500:3000:5000]|| +++&lt;br /&gt;
|-&lt;br /&gt;
|[5000:5000:5000:5000:5000:5000:5000]|| max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Attribute]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=316164</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=316164"/>
		<updated>2026-06-18T21:31:05Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Bone armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:bones_icon_preview.png|right]]'''Bones''' are internal (or less commonly, external) rigid white organs that make up the skeletal structure of most living [[creature]]s. Therefore, they're a common form of [[animal]] remains, as well as a handy [[craft]]ing material.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Acquiring bones===&lt;br /&gt;
[[File:skull_icon_v50.png|right]]Any time you [[butcher]] an animal with a skeleton at a [[butcher's shop]], you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully [[wear|decomposed]] skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it [[ethics|unethical]] to butcher certain skeletons {{bug|1180}}.&lt;br /&gt;
&lt;br /&gt;
While unmodded dwarves are unwilling to butcher sapient creatures, severed limbs will rot to bone stacks even without butchering. These bones cannot typically be used for crafting, however the bones of undead invaders are sometimes usable by dwarves. This is presumably a bug. &lt;br /&gt;
&lt;br /&gt;
Bones are never imported in [[caravan]]s, and must be acquired locally.&lt;br /&gt;
&lt;br /&gt;
===Uses for bone===&lt;br /&gt;
[[File:bone_icon.png|right]]The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]:&lt;br /&gt;
*Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts.&lt;br /&gt;
*Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]].&lt;br /&gt;
*Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts, as opposed to stacks of 25 from metal or wood. Bone bolts are better than their wooden counterparts, and while not as effective as metal bolts, are [http://www.bay12forums.com/smf/index.php?topic=116151.0 still able to pierce metal armors]. Bone bolts are a renewable resource for [[hunting]] animals, as animals are a source of bone.&lt;br /&gt;
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results.&lt;br /&gt;
*Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. They can be added to uniforms by specifying the color, e.g. &amp;quot;white greaves.&amp;quot; Dwarves treat bone armor as &amp;quot;metal&amp;quot; when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
*Bone [[crossbow]]s. These are one of the few weapons available without access to [[wood]] or [[metal]]. Although they are nearly useless when used in melee, they are just as deadly as a metal crossbow when firing bolts and weigh significantly less.&lt;br /&gt;
&lt;br /&gt;
====Bone armor====&lt;br /&gt;
First, understand that bone (and [[Shell#Uses|shell]]) armor is, unarguably, significantly inferior to even the worst metal counterpart. Even no-[[quality]] [[copper]] is far, ''far'' better 99% of the time.&lt;br /&gt;
&lt;br /&gt;
Bone armor is only helpful against small animal attacks, and even moderately-sized animals (e.g. [[fox]]es or [[Rhesus macaque|macaques]]) don't need much luck to hurt a dwarf in even the best bone armor. Against any large animals, or against even the worst metal weapons, it's hardly better than wearing nothing. The sole advantages are that it's light-weight, and, for most starting fortresses, it's quick and cheap to produce since you don't need a metal industry, just some dead animals. The usually recommended uses for bone armor are 1) for Hunters, who (usually) can choose what they're facing (e.g. small animals), and need lighter armor so they can move quickly 2) for early fortresses, as a pre-metal &amp;quot;better than nothing&amp;quot; precaution against local (small-medium) animals, 3) as some personal challenge or a fashion statement, because dressing in bones is just cool, or 4) as a specific [[Unfortunate accident|reward]] for some unpopular dwarf. Good luck with any of those.&lt;br /&gt;
&lt;br /&gt;
: Note: Bone (along with shell and leather) armor ''is'' adequate protection for military [[training]]. Sparring no longer causes direct injuries, not even with the deadliest weapons, so you don't need metal armor for that. The only danger is a fall from the rare [[wrestling]] throw, and any armor should cover a simple fall. However, heavier-weight armor trains the [[armor user]] skill, so, again, something metal is simply preferable.&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves consume three bones per job, making it ideal to craft greaves from lower-value bones and everything else out of higher-value bones if you plan to export the non-masterwork items. The difference is only about 25% in value, but it adds up if making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
[[Chicken]] bone and [[dragon]] bone offer equally weak protection, which means that the type of bone makes no difference (although the cool factor and [[item value]] are noticeable).&lt;br /&gt;
&lt;br /&gt;
If a fortress does feel the need to resort to some bone armor, then avoid helms and chest pieces if any metal is available; protect the head, protect the torso. A broken limb heals, and even a gimped dwarf can still pull a [[lever]], while a crushed skull or organ loss is usually just fatal, game over for Urist McBoneHelm. Bone [[greaves]] are perhaps the overall &amp;lt;s&amp;gt;best&amp;lt;/s&amp;gt; least bad bone armor items to make. Poor quality metal [[gauntlets]] and [[high boot]]s give a positive return for melting while greaves do not. (Metal chain [[leggings]], the alternative to greaves, offer little defense against bash attacks such as maces, and any greaves can be layered over them later.)  Metal greaves are also very heavy, and a slow military rarely catches what it's chasing. Bone greaves can be combined with some metal armor parts to make a relatively light-weight, full-coverage uniform for an early or backup military while saving a few metal bars (at the possible future cost of a few brave dwarves' legs).&lt;br /&gt;
&lt;br /&gt;
====Moods====&lt;br /&gt;
Dwarves in [[strange mood]]s will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the number of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the number of bones per stack has no influence on the value of the resulting [[artifact]], it may be worth ''guiding'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop. (Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods will sometimes use bones to craft objects that cannot normally be made from bone, such as [[bed]]s and [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
===Storing bones===&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with &amp;quot;refuse&amp;quot; enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay.&lt;br /&gt;
&lt;br /&gt;
* Dwarves looking at bones (from non-stray creatures) may, in the short term, have a negative mood impact. In the medium term, this can lead to them better dealing with death. However, in the long term, it can turn to apathy. Best practice is to have your bone depot behind a door to make it less obvious to non-users.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Adventurers will come across bones every time they butcher the corpse of a creature with a skeletal structure, and can use them to create wearable jewelry and sellable trade goods. To do so, equip an item with a sharp edge, stand over a stack of bones on the ground, press {{adv menu icon|x}}, choose &amp;quot;Create,&amp;quot; choose &amp;quot;Carve Bone,&amp;quot; choose the item you wish to make, and finally select the bone type you wish to use. You will produce the item instantly, no [[workshop]] required.&lt;br /&gt;
&lt;br /&gt;
So long as you're successfully hunting animals, this will net you a significant amount of wealth to trade, especially once the PC's [[bone carving]] skill rises and they start producing higher-quality items. If you have enough strength to handle a little extra weight, the jewelry is also worthwhile, acting as a very minor form of armor and potentially deflecting enemy attacks. It is not currently possible to produce ''actual'' bone armor in adventure mode, however.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish = one&lt;br /&gt;
| goblin = mudo&lt;br /&gt;
| human = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
[[ru:Bone]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Actually, bones do get transported, but the stupid bodies they're transported in need to be removed first.&lt;br /&gt;
[[File:bones_pile.jpg|thumb|290px|center|New bracelets, crafts and earrings are only a death away.]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=316149</id>
		<title>Orientation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=316149"/>
		<updated>2026-06-14T15:20:27Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Modifying orientation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Orientation''' mediates how intelligent [[creatures]] are romantically attracted to one another, which, along with characters' [[Personality facet|personalities]] and time spent together, may build to a romantically involved [[relationship]] or [[marriage]]. Such relationships do not need to be opposite-sex, same-sex marriages and love affairs can in fact happen, both in world-gen and gameplay, albeit more rarely than opposite-sex romance. Orientation is controlled by the {{token|ORIENTATION|c}} creature token, and defaults to 95% of all creatures being interested in heterosexual relationships.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
The orientation token takes 4 arguments: {{token|ORIENTATION|c|&amp;lt;male/female&amp;gt;:&amp;lt;disinterested chance&amp;gt;:&amp;lt;lover-possible chance&amp;gt;:&amp;lt;commitment-possible chance&amp;gt;}}. A one-time check is made for each creature to determine orientation, by &amp;quot;rolling a die&amp;quot; once for each sex, against the total of the three chances for that sex. Disinterested means that they will not form romantic relationships.&lt;br /&gt;
&lt;br /&gt;
The orientation token is omitted from most creature definitions, and in its absence, the game uses some default settings:&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for a caste which has the {{token|FEMALE}} token under it.&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:75:20:5}} and {{token|ORIENTATION|c|FEMALE:5:20:75}} for a caste which has the {{token|MALE}} token under it.&lt;br /&gt;
This pair of default settings generates all populations as 71.2% strictly heterosexual, 23.8% bisexual, 3.8% aromantic/asexual, and 1.2% strictly homosexual; for animals, this in practice can be boiled down to 95% opposite-sex interested and 5% not, meaning there is a 9.75% chance that a breeding pair of only one male and one female will not breed properly (adding a second one of each reduces this to a 0.5% chance). Intelligent creatures require marriage to breed. If this behavior is undesirable, it can be changed with DFHack's `set-orientation` script.&lt;br /&gt;
&lt;br /&gt;
== Modifying orientation ==&lt;br /&gt;
For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, see [[Modding#Creature_castes]].&lt;br /&gt;
&lt;br /&gt;
In order to correctly add a custom orientation to any creature, the {{token|ORIENTATION|c}} token with its 4 arguments must be placed beneath at least one of the {{token|CASTE|c}} tokens of that creature. Each caste only needs ''one'' pair of orientation tokens to function correctly (and the game will only use one pair per caste). Any orientation change to that caste is effective immediately upon reloading a saved game, but as a given creature's orientation is determined at birth, only newly-generated creatures will be affected.&lt;br /&gt;
&lt;br /&gt;
* Adding the tokens {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:100:0:0}} beneath the {{token|CASTE:FEMALE}} token and {{token|ORIENTATION|c|FEMALE:0:0:100}}{{token|ORIENTATION|c|MALE:100:0:0}} beneath the {{token|CASTE:MALE}} token would effectively make each caste (and if only those two castes exist, the whole creature) behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in old versions. Keep in mind that the chance of none of your dwarves being capable of marrying is, at most, 2.7%, and as of 0.47 there are out-of-wedlock children anyway, so it's actually 0.0125%. That this modification is required to have more children is a myth at best.&lt;br /&gt;
* To make the entire creature, or just one caste of the creature, exclusively homosexual, simply apply the {{token|ORIENTATION}} token paired with the desired commitment-possible chances to the matching sex. In effect, apply the heterosexual-only change in reverse.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:0:0:100}} to ''just one'' caste would effectively make that caste behave bisexually, with every interest in partnering up with anyone. The other unmodified castes would still use their own orientation token setting, or the default if there was no {{token|ORIENTATION}} token. Changing the ''ratio'' within the tokens from 0:0:100 to ''0:100:0'' would result in mostly only lovers, with rare marriages.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:100:0:0}}{{token|ORIENTATION|c|FEMALE:100:0:0}} to all castes would effectively make the creature behave asexually, with no interest in partnering up and having children (although non-hist fig populations will still marry and have children as normal, and may even arrive already-married with children as migrants). Gameplay-wise, if the player doesn't want their fortress involved with any children, it would be simpler just to edit the [[Settings#Population_and_seed_capacities|baby/child cap setting]].&lt;br /&gt;
&lt;br /&gt;
A small reminder: As stated on the [[creature token]] page regarding {{token|ORIENTATION}} the values used are just a ratio, and not an actual percentage. The numbers do not need to add up to any specific number; a setting of 750:200:50 will provide the same effect as 75:20:5 and a setting of 99:99:99 the same as 1:1:1.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
[[Adventure mode|Adventurer]]s have a special &amp;quot;indeterminate&amp;quot; orientation which has no behavior, instead acting identically to asexuality or aromanticism (partially, because a {{token|SLOW_LEARNER}} with that orientation does not count as sterile and will breed in [[Fortress mode]]), and thus cannot ever marry or have children in vanilla, even after retiring them to a [[site]]. This can be changed (''or indeed, fixed, as it might be'') with DFHack's ``set-orientation`` script, though you will have little control over the retired adventurer's partner choices, once they're off-map.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Relationships}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tiger_iron&amp;diff=316142</id>
		<title>Tiger iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tiger_iron&amp;diff=316142"/>
		<updated>2026-06-13T08:48:17Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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{{gemlookup/0&lt;br /&gt;
|graphic=cut_tiger_iron_sprite.png&lt;br /&gt;
|graphic2=rough_tiger_iron_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tiger iron''' is an unremarkable, low-value, [[gem]] found in [[sedimentary layer]]s.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Tiger irons are related to the [[tigereye]] and [[cat's eye]] gems, where [[iron]] striations in the stone give the appearance of a tiger's stripes.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Tigereisen hg.jpg|Tiger iron.&lt;br /&gt;
Tiger's_eye_gems.jpg|Processed and cut tiger iron gems.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Despite their name, tiger irons cannot be used to make [[tiger]]s or [[iron]], nor have they been documented removing tigers from wheels. It may be theoretically possible to iron a tiger with one, but field tests have so far yielded inconclusive results due to an acute shortage of surviving researchers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grape&amp;diff=316128</id>
		<title>Grape</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grape&amp;diff=316128"/>
		<updated>2026-06-08T10:45:57Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: run-on&lt;/p&gt;
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{{plantlookup&lt;br /&gt;
|graphic=grape_shrub_sprite.png&lt;br /&gt;
|seedimage=grape_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
|wiki=vitis vinifera&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Grape''' are an [[aboveground]] [[crop|garden fruit]]. They can be planted in all seasons, the fruit is edible raw or [[cooking|cooked]], and can also be [[brewing|brewed]] into [[alcohol|wine]], or processed in a [[dyer's shop]] into lavender [[dye]].&lt;br /&gt;
&lt;br /&gt;
Grapes are a type of garden [[crop]] most known for being the &amp;quot;proper&amp;quot; source of wine.  Grape wine is merely called &amp;quot;wine&amp;quot;, as opposed to other fruit wines.  &lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] grape vines for their ''fruit''.&lt;br /&gt;
&lt;br /&gt;
Note that the item harvested from farming or foraging is called &amp;quot;Grape Vines&amp;quot;, and cannot be used for brewing. In order to get grapes and seeds, you must first process Grape Vines at a [[Farmer's Workshop]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Abhar-iran.JPG|thumb|center|300px|Admired for its ''fruit''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Oddly, in spite of encompassing almost all preferred varieties of wine, dwarves (and humans, for that matter,) have no particular desire for wine over other, more notably wretched forms of wine like [[turnip]] wine.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mashus&lt;br /&gt;
| elvish  = pocace&lt;br /&gt;
| goblin  = tat&lt;br /&gt;
| human   = sothro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=316127</id>
		<title>Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=316127"/>
		<updated>2026-06-08T10:00:40Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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[[File:soil_preview.png|thumb|270px|right|Probably not enough for 80 dwarves.]]'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on (both above and below ground) without [[irrigation]] using [[water]].  In ''Dwarf Fortress'', the category of &amp;quot;Soil&amp;quot; includes all types of [[sand]], [[clay]], ooze, and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate the substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adur&lt;br /&gt;
| elvish  = avi&lt;br /&gt;
| goblin  = snustrok&lt;br /&gt;
| human   = ocul&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Loam]]||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Loamy sand]]||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peat]]||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay loam]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy loam]]||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt]]||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay loam]]||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt loam]]||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Pelagic clay]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siliceous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcareous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand (tan)]]||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Black sand]]||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Red sand]]||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[White sand]]||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Yellow sand]]||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay loam]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay]]||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay]]||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types &amp;quot;Loamy sand&amp;quot;, &amp;quot;Sandy clay loam&amp;quot;, and &amp;quot;Sandy loam&amp;quot; do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever be encountered, in either [[fortress mode]] or [[adventurer mode]].&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|3:1:1}} are capable of supporting an [[aquifer]].&lt;br /&gt;
* The [[clay]] types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]].&lt;br /&gt;
&lt;br /&gt;
In previous versions, types and quantities of available soils were listed at the bottom right of the fortress location selection screen; in the current version, however, it will only indicate the presence of soil and whether it can be used as [[clay]].&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[Smoothing|smooth]]ed, which makes it more difficult to make high-value rooms or pierce [[aquifer]]s, and impossible to carve [[fortification]]s, [[track]]s, or [[engraving]]s.&lt;br /&gt;
&lt;br /&gt;
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
===Trees and Shrubs===&lt;br /&gt;
Once you discover any [[cavern]] layer, all subterranean [[grass]], [[shrub]]s, and [[tree]]s growing within that cavern will begin to grow on any subterranean soil. Any kind of vegetation implicitly has some soil under it, even if it grew on [[mud]]dy stone; clearing the growth (such as by building a [[road]]) will thus create a soil floor, even in a stone [[layer]].  It will typically correspond to the lowest soil layer in the local [[biome]]; if that happens to be useful clay or sand, an enterprising player can use [[irrigation]] and some patience to move their sand/clay collection [[zone]]s closer to the [[magma]].&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{soil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Soil Layers|*}}&lt;br /&gt;
[[Ru:Soil]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=316123</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=316123"/>
		<updated>2026-06-07T09:59:33Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Mission events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:mission_preview.png|right]]'''Missions''' are commands in [[fortress mode]] that send dwarves in your military's [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking its icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|200px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also a misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and its options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Mission reports will show a more or less direct line to the destination, instead of outlining the path as taken. Thus the report can appear as if the squad had travelled across inaccessible patches like a body of water or high mountains.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives that belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
all of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. Notably, your dwarves can only carry so many items back to your fortress, so sending more dwarves will generally result in more loot.&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defending site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according to mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns). It is, however, a useful way of getting rid of a discontented dwarf or annoying noble without having to arrange for an [[unfortunate accident]] or exiling their entire family. Non-citizens who are resident soldiers and part of your raiding squad can be selected as the administrator of the conquered site. However, your messenger cannot request for non-citizen soldiers to be returned. The occupied site will still be considered one of your holdings even if the administrator is not one of your citizens. It is therefore possible to recover all citizens of a squad who have been sent to demand a surrender and only the militia captain is required to be a citizen.&lt;br /&gt;
&lt;br /&gt;
If merchants belonging to your civilization are visiting a site you have conquered then your messenger can be sent to request that they join your fortress.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. &lt;br /&gt;
&lt;br /&gt;
If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed/stabbed out&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former individual holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=316122</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=316122"/>
		<updated>2026-06-07T09:51:50Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:mission_preview.png|right]]'''Missions''' are commands in [[fortress mode]] that send dwarves in your military's [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking its icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|200px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also a misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and its options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Mission reports will show a more or less direct line to the destination, instead of outlining the path as taken. Thus the report can appear as if the squad had travelled across inaccessible patches like a body of water or high mountains.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives that belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
all of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. Notably, your dwarves can only carry so many items back to your fortress, so sending more dwarves will generally result in more loot.&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defending site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according to mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns). It is, however, a useful way of getting rid of a discontented dwarf or annoying noble without having to arrange for an [[unfortunate accident]] or exiling their entire family. Non-citizens who are resident soldiers and part of your raiding squad can be selected as the administrator of the conquered site. However, your messenger cannot request for non-citizen soldiers to be returned. The occupied site will still be considered one of your holdings even if the administrator is not one of your citizens. It is therefore possible to recover all citizens of a squad who have been sent to demand a surrender and only the militia captain is required to be a citizen.&lt;br /&gt;
&lt;br /&gt;
If merchants belonging to your civilization are visiting a site you have conquered then your messenger can be sent to request that they join your fortress.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. &lt;br /&gt;
&lt;br /&gt;
If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed/stabbed out&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Value&amp;diff=316119</id>
		<title>Value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Value&amp;diff=316119"/>
		<updated>2026-06-06T10:46:34Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}'''Value''' can refer to many things in the game. Here's a few of them:&lt;br /&gt;
&lt;br /&gt;
* The ideals that an intelligent creature holds, or their [[Personality value|values]] (e.g. craftsdwarfship, law, loyalty, family, honesty)&lt;br /&gt;
* [[Item value]]&lt;br /&gt;
* [[Zone#Quality and value|Zone Value]] (formerly known as ''Room Value'')&lt;br /&gt;
[[ru:Value]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
</feed>