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	<updated>2026-07-25T17:51:28Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Stockpile_design&amp;diff=318077</id>
		<title>Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile_design&amp;diff=318077"/>
		<updated>2026-07-20T20:05:05Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Avoiding hauling-caused job cancellations */ added outdated template and reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be created almost anywhere, can have almost any size, and have many different options. Choosing where to place them, how big to make them, and how to configure their settings constitutes the art of '''stockpile design'''. Efficient stockpile design is one of the most critical aspects of overall fortress efficiency. Stockpile and workflow design is, perhaps, the third most important thing you need to do in your fortress, after keeping dwarves fed and protected. A fortress with poor stockpile layouts will grind to an [[FPS]] death much faster than one designed with efficiency in mind.&lt;br /&gt;
&lt;br /&gt;
== Avoiding hauling-caused job cancellations ==&lt;br /&gt;
{{Outdatedsection}}&lt;br /&gt;
:Cancellation due to bins were supposed to have been fixed in [[Release_information/50.01|50.01]] and be much less of a problem now, but this section needs in game verification of whether any of these are still issues.&lt;br /&gt;
One of the major problems you will face in a fortress with inefficient stockpile design is the endless &amp;quot;spam&amp;quot; of job cancellations due to items being hauled. While an item is being hauled, ''or is inside a container which is tasked for hauling'', it can't be used. If a hauling job takes a month, then all the items involved in that job are unavailable for an entire month.&lt;br /&gt;
&lt;br /&gt;
The solution to this issue is to minimize the amount of time a container full of items spends being hauled, either by avoiding the use of containers altogether, or by minimizing the distance a container will travel.&lt;br /&gt;
&lt;br /&gt;
The classic example of this problem is the seed stockpile. Your planters need seeds to sow crops in farm plots. Seeds are stored in food stockpiles, in [[bag]]s; the bags in turn will be stored in [[barrel]]s or large pots if you allow it, and if enough empty barrels/pots are available. If you simply create a food stockpile next to the farm, and disable everything except seeds, the default settings will allow the use of barrels to store the seed bags. This will lead to job cancellations. Let's take a closer look at why this happens.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;stockpile at rest&amp;quot; (when no new seeds have been generated in a long time), we will most likely have 1 or 2 barrels full of seed bags, plus one empty barrel. (All barrel- and bin-using stockpiles try to keep one empty container for future use.) The barrels can hold a huge number of seed bags, so there will be a small number of very full barrels.&lt;br /&gt;
&lt;br /&gt;
Now, suppose some dwarf eats a [[plump helmet]] and generates a plump helmet spawn. The stockpile will eventually realize this has occurred, and will generate a job to acquire the seed. If there is already a bag of plump helmet spawn in the stockpile, then the job will be &amp;quot;Store Item in Bag&amp;quot;. Some dwarf will be assigned to take the bag of plump helmet spawn ''out'' of the stockpile, bring it to the dining room where the seed is, and put the seed into the bag. However, as soon as this job has been '''created''', the bag is marked as being part of the hauling job. All the seeds in it are now unavailable for use -- and the dwarf hasn't even picked it up yet!&lt;br /&gt;
&lt;br /&gt;
But it gets worse. Once the bag has been taken to the dining room and has acquired one (or possibly several) new seeds, the stockpile will generate another job to bring the bag back. Since there is a non-full barrel already in the stockpile, the job will be &amp;quot;Store Item in Barrel&amp;quot;. Some dwarf will be assigned to take the barrel ''out'' of the stockpile, drag it to the dining room where the bag is, and put the bag into the barrel. As soon as this job is created, the '''whole barrel full of seed bags''' (which may be every seed in the entire fortress) is marked for hauling and is unavailable for any other purpose, including planting crops. The planter can't use any of those seeds until the barrel has been dragged out, and then finally dragged back to the original stockpile. And if any new seeds have been generated while that's going on, then the cycle never ends.&lt;br /&gt;
&lt;br /&gt;
There are a few designs that try to mitigate this problem. The simplest design is to '''disallow barrels''' in the seed stockpile. Seeds will continue to be stored in bags (you cannot stop this by any means, if empty, unforbidden bags exist). You will continue to get some planting job cancellations when a bag is removed to pick up new seeds, but it is nowhere near as bad as the situation you get with barrels.&lt;br /&gt;
&lt;br /&gt;
== Multiple stockpile designs ==&lt;br /&gt;
&lt;br /&gt;
=== Double stockpile ===&lt;br /&gt;
&lt;br /&gt;
Another design that works well for seeds uses two stockpiles. The first stockpile is set to &amp;quot;take from anywhere&amp;quot;, and disallows barrels. This stockpile is typically quite small, because it only holds items temporarily. The second stockpile is set to &amp;quot;take from links only&amp;quot;, and is linked to take from the first stockpile (and the two stockpiles are extremely close together). This second stockpile may permit barrels. This design gives you the increased storage capacity of the stockpile with containers (for long term storage), while minimizing the amount of the time the barrels spend out of their stockpile. Rather than being dragged all the way from the seed stockpile to the dining room (or still, or farmer's workshop, etc.) the barrel only has to move a few tiles to the neighboring stockpile.&lt;br /&gt;
&lt;br /&gt;
Neither of these designs will completely eliminate job cancellations, but they reduce the spam (and the time a planter spends waiting for seeds) immensely.&lt;br /&gt;
&lt;br /&gt;
The double-stockpile design is also particularly good for heavy items, like armor. An armor stockpile that accepts items from anywhere and permits bins will cause dwarves to drag bins full of metal armor all the way down to the forges and back. If you're using magma forges a hundred levels down, along corridors that have to twist around caverns, such a trip can take literally weeks. The armor in that bin is unavailable for that entire time. But if you make a small &amp;quot;feeder&amp;quot; stockpile with no bins that takes from anywhere, dwarves will simply carry pieces of armor one at a time from the forge to the feeder stockpile. A larger long-term storage stockpile has bins, takes from links only, and takes from the nearby feeder stockpile. The heavy bins will only have to be moved a few tiles, and the armor in them is unavailable for a much shorter time.&lt;br /&gt;
&lt;br /&gt;
=== Single source distribution ===&lt;br /&gt;
&lt;br /&gt;
This design works well for inputs that come from a single location (e.g. plants from [[farming|farm plots]]), and are used in many other locations. Rather than simply putting a plant stockpile by each workshop that uses plants (which would mean a great deal of hauling barrels from those workshops to the farm plots to pick up new plants), place one &amp;quot;source&amp;quot; plant stockpile by the farms which disallows barrels, and takes from anywhere. All the farm crops will go there first (directly, because no barrels are involved).&lt;br /&gt;
&lt;br /&gt;
Now, place a plant stockpile by each workshop that uses plants ([[still]], [[farmer's workshop]], etc.), set it to take from links only, and link it to take from the &amp;quot;source&amp;quot; stockpile. Ideally, each of these workshop-feeding stockpiles will take only an appropriately chosen subset of the plants (the still takes only brewable plants, while the farmer's workshop for the textile industry only takes plants that can be processed into [[thread]], and so on). You may choose whether to allow barrels on a case by case basis, depending on how many of each plant you expect to have at once, how time-critical their processing is, etc.&lt;br /&gt;
&lt;br /&gt;
If you are so inclined, you can use a [[Exploit#The_Minecart_Stop|quantum stockpile]] as the &amp;quot;source&amp;quot;. This allows an infinite amount of storage in a tiny space. In the specific case of plants, this means your harvest ''always'' has somewhere to go, and will never wilt on the ground (unless your haulers are all busy elsewhere).&lt;br /&gt;
&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
It is virtually impossible to discuss stockpile design without simultaneously addressing workshop (or workflow) design. They are two sides of the same coin.&lt;br /&gt;
&lt;br /&gt;
Most workshops take some items as ''input'' and produce other items as ''output''. Consider an entire chain of workshops and products from raw materials to finished products. The closer each workshop's inputs are, the faster your dwarves can process them. When the outputs are in turn used as inputs in another workshop, it makes sense to keep those two workshops close together, to minimize the amount of distance each intermediate product has to move. In many cases, you may not even ''need'' a stockpile for the intermediate products; just let them sit in the first workshop until the second workshop is ready for them. (This depends on the workshop and the products.)&lt;br /&gt;
&lt;br /&gt;
It's also worth mentioning that heavily congested corridors are extremely inefficient. Your most heavily traveled tunnels should be at ''least'' two tiles wide, and three tiles is better. When dwarves have to squeeze past each other, one of them has to stop moving to let the other go by. Worse, dwarves who are ''about'' to collide will run a path-finding algorithm (which takes computer time), and if an alternative route is available, they'll go out of their way - possibly a ''long'' way out of their way - rather than simply stop and let the other dwarf squeeze by. Try to avoid this.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works well for single workshops with just one input (like a [[mason's workshop|mason's]] or [[mechanic's workshop]]).&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
Another strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, and lets the workshops expand, even adding workshops on additional Z-levels as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
== Specific industry designs ==&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farming|Farms]] feed a wide array of workshops.  Plants from farms may directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms, completing the cycle of plant life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all (or at least, many) of these workshops and their [[stockpile]]s around each other.  Above-ground farms can only be built in certain places, and underground farms are much ''easier'' to build in soil layers, so in many cases this dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking Corpses for the butcher. Let the hides sit in the [[butcher's shop]], and the tanner will take them directly to the [[tanner's shop]] with no hauling jobs required.&lt;br /&gt;
&lt;br /&gt;
Consider placing a [[stockpile#Refuse|refuse stockpile]] somewhere behind an airlock (to keep out the [[miasma]]), to take the cartilage and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
* Note: When near a [[necromancer|necromancer tower]], butcher shops and refuse piles where corpses are collected should be kept within the fortress out of line of sight of any necromancer. When in an evil [[biome]] which causes the dead to reanimate, corpses should be disposed of promptly, preferably in magma.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible [[crop|plants]]*†, [[cheese]], [[Quarry bush|leaves]], cookable [[millstone|milled]] plants (everything but the [[dye|dyes]]), [[fat]]†, cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]†).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[still|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])'' &amp;lt;!-- Needs 0.40 plant list update! --&amp;gt;&lt;br /&gt;
:''(† These items generally have better uses than cooking: [[milk]] for [[cheese]], [[fat]] for [[tallow]] which is used in [[soap]] and [[crop|plants]] for brewing as cooking will not return seeds.  See [[kitchen]] for more information.)''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[plant|plants]].  Some of these have other uses, like pig tail for making thread, so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
== Use of wheelbarrows ==&lt;br /&gt;
&lt;br /&gt;
[[Wheelbarrow]]s are tremendously useful tools, when properly applied. They allow a dwarf to move a single item at the dwarf's normal walking speed, ''regardless of the item's weight''. But they have trade-offs, so they should not be used in every stockpile.&lt;br /&gt;
&lt;br /&gt;
A major trade-off is that the dwarf has to walk to the stockpile first to fetch the wheelbarrow, then take the wheelbarrow to the item, and finally back to the stockpile. So, each hauling job may involve a much greater travel distance, and even though all the walking done at full speed, the total time spent may actually increase if you aren't careful.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows are used by default in stone stockpiles, and for good reason -- stones are ''heavy''! Dwarves, especially [[Attribute#Strength|weak]] ones, will move extremely slowly when hauling a stone without a wheelbarrow or [[minecart]]. It is strongly recommend that if you have any workshops which process stones, you use a feeder stockpile near them (linked to give to the workshop, so the mason doesn't carry a stone all the way from her bedroom!), and use wheelbarrows in that stockpile. This way, the stone is only ever carried by hand for a few tiles, from the stockpile to the workshop, by the mason/mechanic/craftsdwarf doing the work.&lt;br /&gt;
&lt;br /&gt;
Furniture stockpiles are another good use of wheelbarrows, as many pieces of furniture are extremely heavy (a granite statue weighs 156Γ, and a gold statue weighs 1159Γ, despite being made out of 3 gold bars that weigh 115Γ apiece -- dwarves aren't great at math).&lt;br /&gt;
&lt;br /&gt;
By contrast, wheelbarrows are not a great choice for a wood stockpile. Most logs of wood weigh about 30Γ, which will not slow a dwarf of average strength. Forcing the use of wheelbarrows would just increase the time spent per log, as well as reducing the number of simultaneous log hauling jobs. (Weak or very weak dwarves ''will'' be slowed when hauling typical logs; you may wish to disable wood hauling on these dwarves. Ironically, very weak dwarves make great stone haulers, because they can push a wheelbarrow perfectly well.)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Minecart]]&lt;br /&gt;
*[[Exploit#Quantum_stockpiles|Quantum stockpiles]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Stockpile design]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=317898</id>
		<title>Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=317898"/>
		<updated>2026-07-10T22:36:53Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Other */ clarified that dig cancel toggles stop even the announcement (only tested damp, not warm), added announcement link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:[[File:v50_standing_orders_preview.png|300px|right]]'''''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. If you were looking for information on how to get your military to patrol or defend areas without actively managing them, see '''[[Scheduling]]'''. If you were looking for information on how to order your squads to move around on command and attack designated creatures, see '''[[Squads]]'''.&lt;br /&gt;
&lt;br /&gt;
'''Standing orders''' that apply to the whole fortress can be accessed by opening the Labor menu with {{Menu icon|y}} and then clicking on the '''Standing orders''' tab.&lt;br /&gt;
&lt;br /&gt;
==Automated Workshops==&lt;br /&gt;
* '''Automatically weave all thread''' toggles whether [[loom]]s will automatically weave available thread (or available dyed thread) into cloth&lt;br /&gt;
* '''Use any cloth''' toggles whether [[clothier's shop]]s will use only dyed cloth or all cloth. Since finished clothing cannot be dyed, this is one way to make sure the clothing is of the best quality possible.&lt;br /&gt;
* '''Automatically collect webs''' toggles whether [[weaver]]s will automatically go out and collect spider [[web]]s&lt;br /&gt;
* '''Slaughter any marked animal''' toggles whether animals marked for slaughter will automatically add slaughter tasks to [[butcher's shop]]s&lt;br /&gt;
* '''Automatically butcher carcasses''' toggles whether butcherable corpses will have butcher tasks automatically generated at [[butcher's shop]]s&lt;br /&gt;
* '''Automatically clean fish''' toggles whether &amp;quot;prepare raw fish&amp;quot; tasks will be automatically added to [[fishery]]s after raw fish are caught&lt;br /&gt;
* '''Automate kitchen''' toggles whether automatic [[reactions]] (&amp;quot;render fat&amp;quot;) will be added at [[kitchen]]s&lt;br /&gt;
* '''Automate tannery''' toggles whether automatic [[reactions]] (&amp;quot;tan a hide&amp;quot;) will be added at [[tanner's shop]]s&lt;br /&gt;
&lt;br /&gt;
==Hauling==&lt;br /&gt;
* '''Workers gather animals''' toggles whether dwarves will move caged [[animal]]s to a stockpile&lt;br /&gt;
* '''Workers gather food''' toggles whether dwarves will move [[food]] to a stockpile&lt;br /&gt;
* '''Workers gather furniture''' toggles whether dwarves will move [[furniture]] to a stockpile&lt;br /&gt;
* '''Workers gather bodies''' toggles whether dwarves will move [[corpse]]s to a stockpile&lt;br /&gt;
* '''Workers gather minerals''' toggles whether dwarves will move [[stone]] to a stockpile&lt;br /&gt;
* '''Workers gather wood''' toggles whether dwarves will move [[wood]] to a stockpile&lt;br /&gt;
&lt;br /&gt;
==Refuse and dumping==&lt;br /&gt;
Dwarves can do different things with different types of [[refuse]].&lt;br /&gt;
&lt;br /&gt;
You can tell them to ignore refuse altogether by toggling off '''Workers gather refuse''' for a smelly fort, or toggle on '''Workers gather outdoor refuse''' which is mainly useful for collecting animals killed by military dwarves.&lt;br /&gt;
&lt;br /&gt;
Various refuse types can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump [[activity zone]]). Setting a type of refuse as &amp;quot;dump&amp;quot; will make dwarves start automatically dumping refuse of that type, even ones pre-stored in a refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you have outdoor refuse stockpiles set up with give and take chains (to shift garbage away from your fortress, for example,) you must turn on collecting outdoor refuse if you want your dwarves to move the piles.&lt;br /&gt;
&lt;br /&gt;
*'''Workers gather refuse''' toggles whether dwarves will ignore refuse completely&lt;br /&gt;
*'''Workers gather outdoor refuse''' toggles whether dwarves will gather refuse [[Tile_attributes|outside]]&lt;br /&gt;
*'''Workers ignore outdoor vermin remains''' toggles whether dwarves will gather [[vermin]] remains from outside (only available when '''Workers gather outdoor refuse''' is on)&lt;br /&gt;
*'''Workers save corpses''' toggles whether [[corpse]]s, [[body part]]s, and other parts not applied to the options below are stored or dumped, including [[Ivory|ivory/teeth]], [[horn]]s, [[nervous tissue]], and [[cartilage]]&lt;br /&gt;
*'''Workers save skulls'''  toggles whether [[skull]]s are stored or dumped&lt;br /&gt;
*'''Workers save bones''' [[bone]]s are stored or dumped&lt;br /&gt;
*'''Workers save shells'''  [[shell]]s are stored or dumped&lt;br /&gt;
*'''Workers save skins'''  toggles whether [[skin]]s, [[chitin]] or [[scale]]s are stored or dumped&lt;br /&gt;
*'''Workers save hair and wool''' toggles whether [[hair]] or [[wool]] are stored or dumped&lt;br /&gt;
*'''Workers save other objects''' toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or [[Wear|tattered]] clothes (&amp;quot;Gather Vermin Remains&amp;quot; must be on for outdoor vermin remains to be collected)&lt;br /&gt;
&lt;br /&gt;
==Sieges and forbidding==&lt;br /&gt;
Dwarves can automatically [[forbid]] certain types of items, automatically forbid these items only during sieges, or not automatically forbid them at all.&lt;br /&gt;
*'''Forbid used ammunition''' toggles whether shot ammunition is automatically forbidden&lt;br /&gt;
*'''Claim your dead''' toggles whether dead citizens are automatically forbidden&lt;br /&gt;
*'''Forbid your death items''' toggles whether dead citizens' items are automatically forbidden&lt;br /&gt;
*'''Claim other dead''' toggles whether other dead creatures are automatically forbidden&lt;br /&gt;
*'''Claim other death items''' toggles whether other dead creatures' items are automatically forbidden&lt;br /&gt;
*'''Forbid floor/wall cleaning''' toggles when dwarves will clean contaminants such as [[vomit]] and [[blood]] from floors and walls.&lt;br /&gt;
*'''Forbid trap cleaning''' toggles when dwarves will clean [[trap]]s.&lt;br /&gt;
*'''Forbid trap rearming''' toggles when dwarves will rearm traps.&lt;br /&gt;
*'''Forbid cages from sprung traps''' toggles whether filled cages from traps will be automatically forbidden&lt;br /&gt;
*'''Forbid toppled building items''' toggles whether remnants of [[building destroyer|smashed buildings]] will be automatically forbidden&lt;br /&gt;
&lt;br /&gt;
==Chores==&lt;br /&gt;
The Chores tab allows you to select what tasks [[children]] will automatically do. You can select '''Children don't do chores''' to forbid all children from doing work tasks or toggle tasks from the list of &amp;quot;Feeding Patients/Prisoners&amp;quot;, &amp;quot;Milking&amp;quot;, hauling tasks, &amp;quot;Cleaning&amp;quot;, and &amp;quot;Lever Operation&amp;quot;. The tab lists all of the children in your fort and you can also select individual children to do either all or none of the tasks you've selected. If either list has a scroll bar, only click the arrows at the top and bottom of the scroll bar to scroll the list; otherwise (after scrolling) the selecting and deselecting of children or options might not work (until the menu is closed and reopened){{bug|13461}}.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*'''Announce some job cancellations''' adjusts the level of job cancellation [[announcement]]s that are shown&lt;br /&gt;
*'''Mining cancelled near new damp stone'''{{version|53.12}} toggles the announcement and [[Digging designation canceled|cancellation of digging designations]] for walls next to [[water]] or [[aquifer]]s&lt;br /&gt;
*'''Mining cancelled near new warm stone'''{{version|53.12}} toggles the announcement and cancellation of digging designations for walls next to [[magma]]&lt;br /&gt;
*'''Everybody harvests''' toggles who will harvest plants from [[farm plot|farm plots]]; see [[Planter#All_dwarves_harvest|Planter]] for details&lt;br /&gt;
*'''Mix similar foods in barrels''' toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
*'''Prefer zones for water drinking''' toggles whether dwarves can drink at water sources not marked as zones&lt;br /&gt;
*'''Prefer zones for fishing''' toggles whether fisherdwarves can fish at water sources not marked as zones&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Set hunter ammunition''' opens a separate tab where you can configure the material, type and amount of [[ammunition]] available to [[hunter]]s.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = savot lotol | elvish = rino feri | goblin = axod axusp | human = wur cika}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Standing orders]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vomit&amp;diff=317896</id>
		<title>Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vomit&amp;diff=317896"/>
		<updated>2026-07-10T21:43:56Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added Cleaning link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:vomit_tiles_v50.png|right]]&lt;br /&gt;
:''For removing vomit see [[Cleaning]]''&lt;br /&gt;
Under certain conditions, [[creature]]s (such as your [[dwarf|dwarves]]) will '''vomit''', creating a [[contaminant|puddle of vomit]]. This may occur from an injury to an organ (usually the stomach, pancreas, and such), or from [[cave adaptation]]. Vomiting does not seem to create an unhappy thought (&amp;quot;nauseated by the sun&amp;quot; is from cave adaptation). Eating too much in [[adventurer mode]] will cause an adventurer to vomit. After vomiting once, a creature will begin to retch, bringing up nothing. The retching will continue in place of vomiting until the creature eats again. For example, dwarves that have been stationed for too long without food or water will occasionally eat vomit, causing an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s, [[forgotten beast]]s, and [[demon]]s are occasionally made of vomit, though, unless paired with a dangerous attack, these creatures are relatively weak due to liquids like vomit being extremely fragile to damage.&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|center|280px|Both vomit and [[Finished goods|useless crap]] are common markers of a dwarf trail on the surface. Seen in ASCII form.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ôggon&lt;br /&gt;
| elvish  = cemato&lt;br /&gt;
| goblin  = strastnas&lt;br /&gt;
| human   = sethbap&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|VOMIT}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Vomit]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=317874</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=317874"/>
		<updated>2026-07-10T09:53:10Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: reworded bits to account for standing order dig cancel option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aquifer_preview.png|right]]&lt;br /&gt;
An '''aquifer''' is a subterranean [[layer]] of [[soil]] or [[stone]] that holds groundwater. Once exposed it will start leaking [[water]], which can lead to a lot of [[Fun]] [[flood]]ing if left unmanaged. Each [[embark]] tile within the embark rectangle might contain an aquifer.&lt;br /&gt;
&lt;br /&gt;
== Leaking ==&lt;br /&gt;
Aquifer tiles produce water in any ''neighboring'' open tiles – '''north, south, east, west,''' &amp;lt;u&amp;gt;and '''below'''&amp;lt;/u&amp;gt;. The amount of water an aquifer produces depends on what type it is. '''Heavy aquifers''' are faster to produce water and much harder to manage compared to '''light aquifers'''. Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or [[channel]]ed aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater.&lt;br /&gt;
&lt;br /&gt;
== Identifying ==&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as [[damp stone|damp soil]] or stone and the dig designation cancelled for that tile, though the cancellation can be disabled in [[Standing_orders#Other|Standing orders]]{{version|53.12}}. If you are mining horizontally, you will similarly be warned of &amp;quot;damp stone&amp;quot; before breaching the aquifer. If there is no water next to or above these tiles, these are aquifer tiles. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.&lt;br /&gt;
&lt;br /&gt;
== Types of aquifers ==&lt;br /&gt;
[[File:aqua_varied.png|thumb|158px|Embark screen: Area with a varied aquifer.]]&lt;br /&gt;
The type of aquifers contained within the [[embark]] location can be reviewed in the [[embark screen]], and each tile in the embark rectangle (default 4×4) may contain an aquifer independently of the others. In addition to heavy or light aquifer, ''Dwarf Fortress'' can also display &amp;quot;Varied aquifer&amp;quot; if both types are present within the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
=== Light aquifers ===&lt;br /&gt;
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water slowly enough that they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be useful for low-water applications such as slowly filling a cistern for wells, or feeding a [[waterfall]].&lt;br /&gt;
&lt;br /&gt;
An open tile will receive water from a light aquifer only if it is directly '''north of, south of, east of, west of, or below''' a tile of the aquifer (not in the tile '''above''' them, nor in any diagonally-adjacent tiles). The amount of water that the open tile receives is random, on average four per month, possibly reaching as low as two or as high as six. The same amount of water is received regardless of the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
Since water will leak into tiles '''below''' an aquifer, you must dig out and wall off or smooth the same tiles in every single damp [[Z-level]] you wish to utilize, or else find all lower z-levels flooded from a seemingly unknown source; the rough aquifer walls above. It may seem as though the [[floor]] is leaking water, but it is actually the ceiling. There is no need to smooth or construct floors, as only rough wall tiles will leak water. However, if what you're trying to do is dig out a cistern, the most efficient way is to simply dig a large area out from directly under an aquifer layer, since every single tile will fill with water at a steady rate until it reaches 7/7. You'll know you're digging in the right level to make a cistern when every single tile you're trying to dig out is damp stone, but the layer below is dry.&lt;br /&gt;
&lt;br /&gt;
If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives. Note, however, that the open area that the water drains to will need to be much larger than the area of the aquifer that has been dug out. Or drain the water off the edge of the map.&lt;br /&gt;
&lt;br /&gt;
Unlike heavy aquifers, light aquifer tiles do not absorb (drain away) water.&lt;br /&gt;
&lt;br /&gt;
Although digging through light aquifer walls is not very dangerous, your dwarves will continuously cancel designations with the &amp;quot;damp stone&amp;quot; warning with each new tile revealed, unless that is disabled in [[Standing_orders#Other|Standing orders]]{{version|53.12}}, otherwise the player must repeatedly re-designate light aquifer squares to get the dwarves to mine it, making it a tedious affair.&lt;br /&gt;
&lt;br /&gt;
=== Heavy aquifers ===&lt;br /&gt;
Unlike light aquifers, heavy aquifers produce water almost immediately, effectively halting excavation at or 1 z-level below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making them more challenging.&lt;br /&gt;
&lt;br /&gt;
Rough heavy aquifer walls also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers appear based on the drainage of the terrain. Low elevations - particularly those near [[river]]s and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible. Depending on the [[embark]] location's biomes, you may embark to an area containing no aquifers, or up to several aquifers throughout your map.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
* [[sandy clay loam]]&lt;br /&gt;
* [[silty clay loam]]&lt;br /&gt;
* [[loam]]&lt;br /&gt;
* [[sandy loam]]&lt;br /&gt;
* [[silt loam]]&lt;br /&gt;
* [[loamy sand]]&lt;br /&gt;
* [[silt]]&lt;br /&gt;
* [[sand (tan)|sand]]&lt;br /&gt;
* [[yellow sand]]&lt;br /&gt;
* [[white sand]]&lt;br /&gt;
* [[black sand]]&lt;br /&gt;
* [[red sand]]&lt;br /&gt;
* [[peat]]&lt;br /&gt;
* [[pelagic clay]]&lt;br /&gt;
* [[calcareous ooze]]&lt;br /&gt;
* [[siliceous ooze]]&lt;br /&gt;
* [[sandstone]]&lt;br /&gt;
* [[conglomerate]]&lt;br /&gt;
* [[puddingstone]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer - digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
* [[clay]]&lt;br /&gt;
* [[silty clay]]&lt;br /&gt;
* [[sandy clay]]&lt;br /&gt;
* [[clay loam]]&lt;br /&gt;
* [[siltstone]]&lt;br /&gt;
* [[mudstone]]&lt;br /&gt;
* [[claystone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
Some points to keep in mind:&lt;br /&gt;
* Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations, and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down [[stairs]] into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (such as [[clay]], [[ore]], or bedrock) then you know the aquifer is only 1 Z-level deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with heavy aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the heavy aquifer is not present in every biome. In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density. You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously-inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs (such as a river gorge), it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The [[hatch]] trick is a simple method for putting one or two dwarves through a single heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a [[screw pump]], simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through. This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;. The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer. This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
When a newly revealed damp tile cancels a mining designation, and without any other mining designations, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable. However, the cancellation can be disabled in [[Standing_orders#Other|Standing orders]]{{version|53.12}}. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile, removing that tile and breaching the layer below; if that layer is also a heavy aquifer, it will act as an infinite drain for water from above. This then opens the possibility of digging space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Side view]]&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric ring method for multiple layers ====&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it. Drop the rings from the outside to the inside using constructed arms to hold the center rings in place. Once a ring drops into the water below it, pump out the water in the center and dig down another layer. When that is complete, drop the next ring and continue the process until you are through. Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin. Tutorial for more than one aquifer can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water. It requires no special environment or resources, other than wood and dwarves (and patience). Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it. Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water. When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase. You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process. Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish. Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat. When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels.&lt;br /&gt;
&lt;br /&gt;
Things to consider:&lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
`http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Earlier] in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery.&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
{{Mod}}&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world. This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The [[Utility:DFHack|DFHack]] command &amp;lt;code&amp;gt;light-aquifers-only&amp;lt;/code&amp;gt; changes all heavy aquifers to light aquifers. If you prefer not having to deal with aquifers at all, the DFHack command &amp;lt;code&amp;gt;aquifer drain --all&amp;lt;/code&amp;gt; removes the aquifer flag from all tiles in your current embark without requiring raw edits.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's gui/aquifer command =====&lt;br /&gt;
DFHack's [https://docs.dfhack.org/en/latest/docs/tools/gui/aquifer.html &amp;quot;gui/aquifer&amp;quot;] command lets you interactively remove (or create) aquifers on specific tiles. This is useful if you want to keep a heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create an aquiferless shaft, do this:&lt;br /&gt;
# Open gui/launcher by clicking on the DFHack logo and selecting gui/launcher&lt;br /&gt;
# Run gui/aquifer&lt;br /&gt;
# Draw a cube (''e.g. a 4x4'') containing the area to drain&lt;br /&gt;
&lt;br /&gt;
Don't worry about hitting non-aquifer tiles: they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux) ====&lt;br /&gt;
Note that this prevents light aquifers as well as heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/data/vanilla/vanilla_materials/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate your world. If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (all operating systems) ====&lt;br /&gt;
You can manually perform the command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files, all found within ``“THE FOLDER ''Dwarf Fortress'' IS INSTALLED IN”\data\vanilla\vanilla_materials\objects``:&lt;br /&gt;
* inorganic_stone_layer.txt&lt;br /&gt;
* inorganic_stone_mineral.txt&lt;br /&gt;
* inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editor, then use the “Find and Replace” function and replace all instances of ``[AQUIFER]`` with ``(AQUIFER)``. Later on, if you would like to reverse the process, replace ``(AQUIFER)`` with ``[AQUIFER]``.&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of heavy aquifers? ===&lt;br /&gt;
Although annoying, heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z-level of the aquifer, then connecting it to a breached aquifer a level above, through a channel dug a level above that, will create a permanently flowing, compact, secure water/power source completely contained within the fortress.&lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer type split ==&lt;br /&gt;
An aquifer will be heavy if the Drainage modulo 20 equals 7, all other aquifers are light.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Aquifers south/west of the NW-SE diagonal in the local embark map are not displayed on the embark screen (but they're still present). {{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
[[File:aquifier_preview.png|thumb|360px|center|&amp;quot;This is what the in-game prompts were warning us about!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Photographed by Michael Behrens''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=317872</id>
		<title>Announcements.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=317872"/>
		<updated>2026-07-10T09:33:04Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* {{text anchor|List of announcements}} */ added standing orders link for dig cancels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{file|prefs/announcements.txt}}&lt;br /&gt;
'''Announcements.txt''' determines how and whether announcements appear and can be adjusted in game on that tab in the [[settings]]{{version|50.10}}; those settings are stored in the ``announcements.txt`` files, with the defaults in ``data/init/announcements.txt``, and the current settings in ``prefs/announcements.txt``; the location of the ``prefs`` [[Game folders and files|folder]] depends on the [[Settings#Portable_mode|portable mode setting]] (there can also be a ``data`` folder there, but if you put a ``data/init/announcements.txt`` there it will not be read). These adjustments are mainly useful for changing whether an announcement pauses the game or recenters the view.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
 ['''''EVENT_LABEL''''''':option:option''...]&lt;br /&gt;
=== Available options ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Settings]]&amp;lt;br&amp;gt;Options&lt;br /&gt;
! announcements.txt&amp;lt;br&amp;gt;'':options''&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Popup}}&lt;br /&gt;
| {{text anchor|BOX}} or {{text anchor|DO_MEGA}}&lt;br /&gt;
| Causes a box to appear in the middle of the screen, requiring a click on the Okay button to close it. If multiple boxes are displayed at the same time, the button says More and displays the next box.&lt;br /&gt;
| This is often used with [[Announcement#Game-changing announcements|game-changing announcements]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pause}}&lt;br /&gt;
| {{text anchor|P}} or {{text anchor|PAUSE}}&lt;br /&gt;
| Pauses the game when the announcement occurs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Recenter}}&lt;br /&gt;
| {{text anchor|R}} or {{text anchor|RECENTER}}&lt;br /&gt;
| Recenters the game to the location of the announcement when the announcement occurs.&lt;br /&gt;
| Commonly used for [[baby|births]], [[caravan]] arrivals, and [[ambush]]es. Use of this without the [[#PAUSE|pause]] option is not recommended, since your screen will recenter without warning.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Adv}}&lt;br /&gt;
| {{text anchor|A_D}} or {{text anchor|A_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[adventure mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Fort}}&lt;br /&gt;
| {{text anchor|D_D}} or {{text anchor|D_DISPLAY}}&lt;br /&gt;
| Causes the announcement to appear under one of the categories at the left side of the screen in [[fortress mode]].&lt;br /&gt;
| The default for [[Announcement#Minor announcements|minor announcements]] including profession changes, [[weather]], job cancellations, and striking new minerals while [[mining]].&amp;lt;br&amp;gt;While playing in Fortress mode, enabling/disabling Adv has no impact on your announcement experience.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Report}}&lt;br /&gt;
| {{text anchor|UCR}} or {{text anchor|UNIT_COMBAT_REPORT}}&lt;br /&gt;
| Causes the announcement to appear in all [[reports]]. A new report will be created if none are active.&lt;br /&gt;
| Commonly used for logging combat details. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Report (Active)}}&lt;br /&gt;
| {{text anchor|UCR_A}} or {{text anchor|UNIT_COMBAT_REPORT_ALL_ACTIVE}}&lt;br /&gt;
| Nearly identical to [[#UCR|UNIT_COMBAT_REPORT]], but does not create a new report if none are active.&lt;br /&gt;
| There is no difference between having 'Report (Active)/UCR_A' and 'Report/UCR' enabled verse having only 'Report/UCR' enabled. Use Report (Active)/UCR_A for things you want in the combat reports that would be too chatty to always generate a combat report for (Urist Falls down) but don't forget to disable 'Report/UCR' or you won't get the benefit.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Alert}}&lt;br /&gt;
| {{text anchor|ALERT}}&lt;br /&gt;
| Causes the announcement to appear under the alert button at the left side of the screen in [[fortress mode]].&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{text anchor|List of announcements}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Settings]]&amp;lt;br&amp;gt;Name&lt;br /&gt;
! announcements.txt&amp;lt;br&amp;gt;EVENT_LABEL&lt;br /&gt;
! Example&lt;br /&gt;
! Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Reached peak}}&lt;br /&gt;
| {{text anchor|REACHED_PEAK}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=2 | See [[calendar]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Era change}}&lt;br /&gt;
| {{text anchor|ERA_CHANGE}}&lt;br /&gt;
| {{DFtext|The world has passed into The Dwarven Age.|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Endgame event 1}}&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | Discovery of the [[HFS]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Endgame event 1B}}&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Endgame event 2}}&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Found a feature}}&lt;br /&gt;
| {{text anchor|FEATURE_DISCOVERY}}&lt;br /&gt;
| {{DFtext|You have discovered an expansive cavern deep underground.|7:1}}&lt;br /&gt;
| Discovery of [[cavern]]s and their various features&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Praise the miners}}&lt;br /&gt;
| {{text anchor|STRUCK_DEEP_METAL}}&lt;br /&gt;
| {{DFtext|Raw adamantine! Praise the miners!|3:1}}&lt;br /&gt;
| Striking [[adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Struck mineral}}&lt;br /&gt;
| {{text anchor|STRUCK_MINERAL}}&lt;br /&gt;
| {{DFtext|You have struck mica!|6:1}}&lt;br /&gt;
| rowspan=2 | Striking a mineral while [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Struck economic mineral}}&lt;br /&gt;
| {{text anchor|STRUCK_ECONOMIC_MINERAL}}&lt;br /&gt;
| {{DFtext|You have struck hematite!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Weapon twist}}&lt;br /&gt;
| {{text anchor|COMBAT_TWIST_WEAPON}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=43 | Used in [[combat]], most often in [[adventure mode]] (also in the [[object testing arena|arena]])&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Drop item}}&lt;br /&gt;
| {{text anchor|COMBAT_LET_ITEM_DROP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Charge}}&lt;br /&gt;
| {{text anchor|COMBAT_START_CHARGE}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf charges at The Wolf!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Surprised}}&lt;br /&gt;
| {{text anchor|COMBAT_SURPRISE_CHARGE}}&lt;br /&gt;
| {{DFtext|The Wolf looks suprised by the ferocity of The Swordsdwarf's onslaught!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Jump-dodge (proj)}}&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_PROJ}}&lt;br /&gt;
| {{DFtext|The Wolf jumps away from the flying +bronze bolt+!|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Jump-dodge (strike)}}&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_STRIKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dodge}}&lt;br /&gt;
| {{text anchor|COMBAT_DODGE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Counterstrike}}&lt;br /&gt;
| {{text anchor|COMBAT_COUNTERSTRIKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Block}}&lt;br /&gt;
| {{text anchor|COMBAT_BLOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Parry}}&lt;br /&gt;
| {{text anchor|COMBAT_PARRY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) Collision}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_COLLISION}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf collides with The Wolf!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (D) Tumble}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_TUMBLES}}&lt;br /&gt;
| {{DFtext|The Wolf is knocked over and tumbles backwards!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (D) Knocked over}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_KNOCKED_OVER}}&lt;br /&gt;
| {{DFtext|The Wolf is knocked over!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (A) Tumble}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_TUMBLES}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (A) Knocked over}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_BOUNCE_BACK}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf bounces backwards!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) Tangle}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TOGETHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) Tangle/tumble}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TUMBLE}}&lt;br /&gt;
| {{DFtext|They tangle together and tumble forward!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_RUSH_BY}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_MANAGE_STOP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_OBSTACLE_SLAM}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Joint lock}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_LOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Chokehold}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CHOKEHOLD}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Takedown}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_TAKEDOWN}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf takes The Wolf down by the neck with The Swordsdwarf's right lower arm!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Throw}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_THROW}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf throws The Wolf by the neck with The Swordsdwarf's right lower arm!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Release lock}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Release choke}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_CHOKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Release}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_GRIP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Struggle}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRUGGLE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Latch on}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LATCH}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Strangle}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRANGLE_KO}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Adjust grip}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_ADJUST_GRIP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Part ripped away}}&lt;br /&gt;
| {{text anchor|COMBAT_GRAB_TEAR}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Strike}}&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Wounds}}&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS_2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Enraged}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ENRAGED}}&lt;br /&gt;
| {{DFtext|The Wolf has become enraged!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Attack stuck in}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUCKIN}}&lt;br /&gt;
| {{DFtext|The *bronze spear* has lodged firmly in the wound!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Natural attack latched}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_BP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Attack latched}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_GENERAL}}&lt;br /&gt;
| {{DFtext|The Wolf latches on firmly!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Propelling blow}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_PROPELLED_AWAY}}&lt;br /&gt;
| {{DFtext|The Wolf is propelled away by the force of the blow!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Knocked out}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_KNOCKED_OUT}}&lt;br /&gt;
| {{DFtext|The Wolf has been knocked unconscious!|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Stunned}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUNNED}}&lt;br /&gt;
| {{DFtext|The Wolf has been stunned!|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Winded}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_WINDED}}&lt;br /&gt;
| {{DFtext|The Wolf is having trouble breathing!|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Nauseated}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_NAUSEATED}}&lt;br /&gt;
| {{DFtext|The Wolf looks sick!|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL_NAMED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
| The arrival of [[migrants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dig canceled (warm)}}&lt;br /&gt;
| {{text anchor|DIG_CANCEL_WARM}}&lt;br /&gt;
| {{DFtext|Digging designation cancelled: warm stone located.|6:1}}&lt;br /&gt;
| rowspan=2 | The [[Main:Digging designation canceled|cancellation]] of a mining task due to potentially dangerous stone; can be disabled in [[Standing_orders#Other|Standing orders]]{{version|53.12}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dig canceled (wet)}}&lt;br /&gt;
| {{text anchor|DIG_CANCEL_DAMP}}&lt;br /&gt;
| {{DFtext|Digging designation cancelled: damp stone located.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Regular beast}}&lt;br /&gt;
| {{text anchor|BEAST_AMBUSH}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| {{text anchor|AMBUSH_DEFENDER}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=14 | Discovering an [[ambush]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (resident)}}&lt;br /&gt;
| {{text anchor|AMBUSH_RESIDENT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Thief (villain)}}&lt;br /&gt;
| {{text anchor|AMBUSH_HERO}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF}}&lt;br /&gt;
| {{DFtext|Thief! Protect the hoard from skulking filth!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief, sulking)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief, nature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_NATURE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief, other)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin}}&lt;br /&gt;
| {{text anchor|AMBUSH_MISCHIEVOUS}}&lt;br /&gt;
| {{DFtext|A gremlin! Drive it away!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Snatcher}}&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER}}&lt;br /&gt;
| {{DFtext|Snatcher! Protect the children!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (snatcher)}}&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (nature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER_NATURE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush}}&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (injured creature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_INJURED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (uninjured creature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (incapacitated creature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_INCAPACITATED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Caravan}}&lt;br /&gt;
| {{text anchor|CARAVAN_ARRIVAL}}&lt;br /&gt;
| {{DFtext|A caravan from Sarvesh Langgud has arrived.|1:1}}&lt;br /&gt;
| Arrival of a [[caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Noble}}&lt;br /&gt;
| {{text anchor|NOBLE_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| Arrival of a [[noble]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Migrants}}&lt;br /&gt;
| {{text anchor|D_MIGRANTS_ARRIVAL}}&lt;br /&gt;
| {{DFtext|Some migrants have arrived.|7:0}}&lt;br /&gt;
| rowspan=3| Arrival of a [[migrant]] wave&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Migrant (one)}}&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL}}&lt;br /&gt;
| {{DFtext|A migrant has arrived.|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Migrants (danger)}}&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL_DISCOURAGED}}&lt;br /&gt;
| {{DFtext|Some migrants have arrived, despite the danger.|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No migrants}}&lt;br /&gt;
| {{text anchor|D_NO_MIGRANT_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The fortress attracted no migrants this season.|6:0}}&lt;br /&gt;
| The failure of [[migrants]] to show up in Fortress mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal trapped}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_CATCH}}&lt;br /&gt;
|&lt;br /&gt;
| A [[vermin]] was caught in an [[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal trap robbed}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_ROBBED}}&lt;br /&gt;
|&lt;br /&gt;
| Failure to catch a [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin pulled lever}}&lt;br /&gt;
| {{text anchor|MISCHIEF_LEVER}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=4| Fun caused by a [[gremlin|certain mischievous creature]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin triggered plate}}&lt;br /&gt;
| {{text anchor|MISCHIEF_PLATE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin opened cage}}&lt;br /&gt;
| {{text anchor|MISCHIEF_CAGE}}&lt;br /&gt;
| {{DFtext|Something has emptied in a cage!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin unshackled something}}&lt;br /&gt;
| {{text anchor|MISCHIEF_CHAIN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Diplomat}}&lt;br /&gt;
| {{text anchor|DIPLOMAT_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| Arrival of a [[diplomat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Liaison}}&lt;br /&gt;
| {{text anchor|LIAISON_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The outpost liaison Tun Unnostobul from Sarvesh Langgud has arrived.|7:1}}&lt;br /&gt;
| Arrival of an [[outpost liaison]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Trade diplomat}}&lt;br /&gt;
| {{text anchor|TRADE_DIPLOMAT_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cave-in}}&lt;br /&gt;
| {{text anchor|CAVE_COLLAPSE}}&lt;br /&gt;
| {{DFtext|A section of the cavern has collapsed!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen birth}}&lt;br /&gt;
| {{text anchor|BIRTH_CITIZEN}}&lt;br /&gt;
| {{DFtext|Fath Ikudäs, Miner has given birth to a girl.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal birth}}&lt;br /&gt;
| {{text anchor|BIRTH_ANIMAL}}&lt;br /&gt;
| {{DFtext|Stray Dog (Tame) has given birth to puppies.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wild animal gave birth}}&lt;br /&gt;
| {{text anchor|BIRTH_WILD_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Strange mood}}&lt;br /&gt;
| {{text anchor|STRANGE_MOOD}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter is taken by a fey mood!|5:1}}&lt;br /&gt;
{{DFtext|Logem Stinthdkithn, Bowyer has been possessed!|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Artifact made}}&lt;br /&gt;
| {{text anchor|MADE_ARTIFACT}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has created Lonsust Stato, a platinum amulet!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Item given name}}&lt;br /&gt;
| {{text anchor|NAMED_ARTIFACT}}&lt;br /&gt;
| {{DFtext|Urdim Arbanerib, Mace Lord has bestowed the name Ostar Kinem upon a iron buckler!|3:1}}&lt;br /&gt;
| A soldier named their equipment.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Attachment to item}}&lt;br /&gt;
| {{text anchor|ITEM_ATTACHMENT}}&lt;br /&gt;
| {{DFtext|Kirkrost Inethnosig, mayor has grown attached to a steel crossbow!|3:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vermin escaped from cage}}&lt;br /&gt;
| {{text anchor|VERMIN_CAGE_ESCAPE}}&lt;br /&gt;
|&lt;br /&gt;
| A [[vermin]] escapes from a [[cage]]/[[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Entangled in hidden web}}&lt;br /&gt;
| {{text anchor|TRIGGER_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Strange mood) Building claimed}}&lt;br /&gt;
| {{text anchor|MOOD_BUILDING_CLAIMED}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has claimed a Metalsmith's Forge.|0:1}}&lt;br /&gt;
| A [[strange mood|moody]] dwarf has claimed a workshop&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Artifact construction begun}}&lt;br /&gt;
| {{text anchor|ARTIFACT_BEGUN}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has begun a mysterious construction!|7:1}}&lt;br /&gt;
| A dwarf has begun construction of an [[artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Megabeast}}&lt;br /&gt;
| {{text anchor|MEGABEAST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The Forgotten Beast Smespu has come! An enormous hairy ceratopsoid. It has an enormous shell and it is slavering. Its sea green hair is patchy. Beware its deadly dust!|4:1}}&lt;br /&gt;
| Arrival of a [[megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Werebeast}}&lt;br /&gt;
| {{text anchor|WEREBEAST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The Werepanda Onget Râlukerib has come! A large panda twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow spring green. Its sepia hair is long and straight. Now you will know why you fear the night.|4:1}}&lt;br /&gt;
| Arrival of a [[werebeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Berserk}}&lt;br /&gt;
| {{text anchor|BERSERK_CITIZEN}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has gone berserk!|4:1}}&lt;br /&gt;
| A citizen has gone [[berserk]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Magma defaces engraving}}&lt;br /&gt;
| {{text anchor|MAGMA_DEFACES_ENGRAVING}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=2| An [[engraving]] has melted in magma&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Engraving melted}}&lt;br /&gt;
| {{text anchor|ENGRAVING_MELTS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork made}}&lt;br /&gt;
| {{text anchor|MASTERPIECE_CONSTRUCTION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork architecture lost}}&lt;br /&gt;
| {{text anchor|MASTER_ARCHITECTURE_LOST}}&lt;br /&gt;
|&lt;br /&gt;
| A [[masterwork|masterpiece]] [[building]] has been destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork construction lost}}&lt;br /&gt;
| {{text anchor|MASTER_CONSTRUCTION_LOST}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Awaken}}&lt;br /&gt;
| {{text anchor|ADV_AWAKEN}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3| Related to [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Sleep interrupted}}&lt;br /&gt;
| {{text anchor|ADV_SLEEP_INTERRUPTED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Made item}}&lt;br /&gt;
| {{text anchor|ADV_REACTION_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Job cancellation}}&lt;br /&gt;
| {{text anchor|CANCEL_JOB}}&lt;br /&gt;
| {{DFtext|Sibrek ùshrireshon, Mechanic cancels Load Cage Trap: Needs empty cage.|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Death}}&lt;br /&gt;
| {{text anchor|ADV_CREATURE_DEATH}}&lt;br /&gt;
| {{DFtext|The Wolf has been struck down.|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen death}}&lt;br /&gt;
| {{text anchor|CITIZEN_DEATH}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has been found dead.|5:1}}&lt;br /&gt;
| Death of a citizen in [[fortress mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet death}}&lt;br /&gt;
| {{text anchor|PET_DEATH}}&lt;br /&gt;
| {{DFtext|The Stray Boar (Tame) has been slaughtered.|5:1}}&lt;br /&gt;
| The death of a [[pet]], causing a negative [[thought]] for its owner Also used when a butcher slaughters unadopted [[livestock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Fall over}}&lt;br /&gt;
| {{text anchor|FALL_OVER}}&lt;br /&gt;
| {{DFtext|The Wolf falls over.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Caught in flame}}&lt;br /&gt;
| {{text anchor|CAUGHT_IN_FLAMES}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf is caught in a burst of forgotten beast flames!|4:1}}&lt;br /&gt;
| Also used when a creature is caught in poison gas/vapors or cave-in dust.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Caught in web}}&lt;br /&gt;
| {{text anchor|CAUGHT_IN_WEB}}&lt;br /&gt;
| {{DFtext|The Wolf is caught up in a web!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Slam into obstacle (blow apart)}}&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_BLOW_APART}}&lt;br /&gt;
| {{DFtext|The Wolf slams into an obstacle and blows apart!|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Slam into obstacle}}&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM}}&lt;br /&gt;
| {{DFtext|The Wolf slams into an obstacle!|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Slam into unit}}&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_INTO_UNIT}}&lt;br /&gt;
| {{DFtext|The Wolf slams into the Wolf!|1:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vomit}}&lt;br /&gt;
| {{text anchor|VOMIT}}&lt;br /&gt;
| {{DFtext|The Wolf vomits.|2:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Lose hold of item}}&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_ITEM}}&lt;br /&gt;
| {{DFtext|The Goblin Bowman loses the hold of the (bismuth bronze bow).|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Regain consciousness}}&lt;br /&gt;
| {{text anchor|REGAIN_CONSCIOUSNESS}}&lt;br /&gt;
| {{DFtext|The Wolf regains consciousness.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Free from web}}&lt;br /&gt;
| {{text anchor|FREE_FROM_WEB}}&lt;br /&gt;
| {{DFtext|The Wolf is partially free from the web.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Paralyzed}}&lt;br /&gt;
| {{text anchor|PARALYZED}}&lt;br /&gt;
| {{DFtext|The Wolf is completely paralyzed!|3:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Overcome paralysis}}&lt;br /&gt;
| {{text anchor|OVERCOME_PARALYSIS}}&lt;br /&gt;
|&lt;br /&gt;
| A creature is no longer [[syndrome|paralyzed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No longer stunned}}&lt;br /&gt;
| {{text anchor|NOT_STUNNED}}&lt;br /&gt;
| {{DFtext|The Wolf is no longer stunned.|3:1}}&lt;br /&gt;
| A creature is no longer [[stun]]ned&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Exhausted}}&lt;br /&gt;
| {{text anchor|EXHAUSTION}}&lt;br /&gt;
|&lt;br /&gt;
| [[Exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Give into pain}}&lt;br /&gt;
| {{text anchor|PAIN_KO}}&lt;br /&gt;
| {{DFtext|The Wolf gives in to pain.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestling) Break grip}}&lt;br /&gt;
| {{text anchor|BREAK_GRIP}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf breaks the grip of the Wolf's teeth on the Swordsdwarf's left upper arm.|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestling) Cannot break grip}}&lt;br /&gt;
| {{text anchor|NO_BREAK_GRIP}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf struggles in vain against the grip of the Wolf's teeth on the Swordsdwarf's left upper arm.|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Block fire}}&lt;br /&gt;
| {{text anchor|BLOCK_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| Blocking a [[fire]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Breathe fire}}&lt;br /&gt;
| {{text anchor|BREATHE_FIRE}}&lt;br /&gt;
| {{DFtext|The Fire Imp breathes fire!|4:1}}&lt;br /&gt;
| A creature breathes [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Shoot web}}&lt;br /&gt;
| {{text anchor|SHOOT_WEB}}&lt;br /&gt;
| {{DFtext|The Giant Cave Spider shoots out thick strands of webbing!|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pull out and drop item}}&lt;br /&gt;
| {{text anchor|PULL_OUT_DROP}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Stand up}}&lt;br /&gt;
| {{text anchor|STAND_UP}}&lt;br /&gt;
| {{DFtext|The Wolf stands up.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Martial trance}}&lt;br /&gt;
| {{text anchor|MARTIAL_TRANCE}}&lt;br /&gt;
| {{DFtext|Mörul Bardumoslan, Hammerdwarf has entered a martial trance!|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Breath attack}}&lt;br /&gt;
| {{text anchor|MAT_BREATH}}&lt;br /&gt;
| {{DFtext|The Forgotten Beast breathes a cloud of Mirgur Sealhorse the Infinite Shadows's forgotten beast extract!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Night Creature Attack}}&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_STARTS}}&lt;br /&gt;
| {{DFtext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
| rowspan=3| [[Bogeymen]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Cackling fades}}&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_ENDS}}&lt;br /&gt;
| {{DFtext|The cackling fades away.|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_TRAVEL}}&lt;br /&gt;
| {{DFtext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ghost attack}}&lt;br /&gt;
| {{text anchor|GHOST_ATTACK}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Ghostly Weaponsmith has arisen and is haunting the fortress!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Discovered site}}&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_DISCOVERY}}&lt;br /&gt;
| {{DFtext|You have discovered a lair.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot travel through site}}&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_BUMP}}&lt;br /&gt;
| {{DFtext|You cannot travel through the Lair.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Intro}}&lt;br /&gt;
| {{text anchor|ADVENTURE_INTRO}}&lt;br /&gt;
| {{DFtext|You've finally got your equipment together, such as it is. Now it's time for action and adventure! In the rush of excitement, you've forgotten where you're going to go. Perhaps some of your friends might have ideas.|7:1}}&lt;br /&gt;
| Beginning [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Creature sound}}&lt;br /&gt;
| {{text anchor|CREATURE_SOUND}}&lt;br /&gt;
| {{DFtext|The capybara barks.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mechanism sounds}}&lt;br /&gt;
| {{text anchor|MECHANISM_SOUND}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Creature stolen object}}&lt;br /&gt;
| {{text anchor|CREATURE_STEALS_OBJECT}}&lt;br /&gt;
| {{DFtext|A gray langur has stolen a -giant bat bone amulet-!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Found trap}}&lt;br /&gt;
| {{text anchor|FOUND_TRAP}}&lt;br /&gt;
|&lt;br /&gt;
| Discovery of a [[trap]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Transformation}}&lt;br /&gt;
| {{text anchor|BODY_TRANSFORMATION}}&lt;br /&gt;
| {{DFtext|Iden Ustuthod, Fisherdwarf has transformed into a wereskink!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Interaction (user)}}&lt;br /&gt;
| {{text anchor|INTERACTION_ACTOR}}&lt;br /&gt;
|&lt;br /&gt;
| See [[Interaction token#VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Interaction (target)}}&lt;br /&gt;
| {{text anchor|INTERACTION_TARGET}}&lt;br /&gt;
|&lt;br /&gt;
| See [[Interaction token#TARGET_VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Undead attack}}&lt;br /&gt;
| {{text anchor|UNDEAD_ATTACK}}&lt;br /&gt;
| {{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
| Arrival of a horde of [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen missing}}&lt;br /&gt;
| {{text anchor|CITIZEN_MISSING}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has been missing for a week.|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet missing}}&lt;br /&gt;
| {{text anchor|PET_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
| A pet has gone missing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Weird weather}}&lt;br /&gt;
| {{text anchor|STRANGE_RAIN_SNOW}}&lt;br /&gt;
| {{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
| rowspan=2 | The appearance of unusual [[weather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Evil cloud}}&lt;br /&gt;
| {{text anchor|STRANGE_CLOUD}}&lt;br /&gt;
| {{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal Action}}&lt;br /&gt;
| {{text anchor|SIMPLE_ANIMAL_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Flounder in water}}&lt;br /&gt;
| {{text anchor|FLOUNDER_IN_LIQUID}}&lt;br /&gt;
| {{DFtext|You flounder in the water!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Semi-wild}}&lt;br /&gt;
| {{text anchor|TRAINING_DOWN_TO_SEMI_WILD}}&lt;br /&gt;
| {{DFtext|The Stray war Cave Dragon (Semi-Wild) has forgotten its training!|6:1}}&lt;br /&gt;
| A trained animal has reverted to a semi-wild state (Fortress mode). If the animal is not [[animal trainer|trained]] properly, it will become wild and possibly attack your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Full reversion}}&lt;br /&gt;
| {{text anchor|TRAINING_FULL_REVERSION}}&lt;br /&gt;
| {{DFtext|The war Cave Dragon has reverted to a wild state!|4:1}}&lt;br /&gt;
| An animal has reverted to a wild state (follows the previous announcement)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gained knowledge}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINING_KNOWLEDGE}}&lt;br /&gt;
| {{DFtext|The dwarves of the Monastery of Tin are now quite knowledgable cave dragon trainers.|3:1}}&lt;br /&gt;
| See [[Animal trainer#Taming|Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Skipped on liquid}}&lt;br /&gt;
| {{text anchor|SKIP_ON_LIQUID}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dodge projectile}}&lt;br /&gt;
| {{text anchor|DODGE_FLYING_OBJECT}}&lt;br /&gt;
|&lt;br /&gt;
| Dodging a shot [[arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Conversation}}&lt;br /&gt;
| {{text anchor|REGULAR_CONVERSATION}}&lt;br /&gt;
| {{DFtext|Caspa Linkon, Human Swordsman: I must pray to Uspram Boldyell the Contest of Stability. I'm uneasy.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Conversation (conflict)}}&lt;br /&gt;
| {{text anchor|CONFLICT_CONVERSATION}}&lt;br /&gt;
| {{DFtext|Caspa Linkon, Human Swordsman: This is my fight too. I will take revenge!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Hit by ball of flames}}&lt;br /&gt;
| {{text anchor|FLAME_HIT}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Embrace}}&lt;br /&gt;
| {{text anchor|EMBRACE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Bandit empties container}}&lt;br /&gt;
| {{text anchor|BANDIT_EMPTY_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Bandit grabs item}}&lt;br /&gt;
| {{text anchor|BANDIT_GRAB_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Attack interrupted}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ATTACK_INTERRUPTED}}&lt;br /&gt;
| {{DFtext|The Wolf's attack is interrupted!|4:1}}&lt;br /&gt;
| [[Wrestling]] interrupts opponent's attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Attack caught}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CATCH_ATTACK}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Fail to grab hold}}&lt;br /&gt;
| {{text anchor|FAIL_TO_GRAB_SURFACE}}&lt;br /&gt;
|&lt;br /&gt;
| Failing to grab a tile&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Lose hold of surface}}&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_SURFACE}}&lt;br /&gt;
|&lt;br /&gt;
| Losing hold of a surface while [[climb]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Travel complaint}}&lt;br /&gt;
| {{text anchor|TRAVEL_COMPLAINT}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No longer overwhelmed}}&lt;br /&gt;
| {{text anchor|LOSE_EMOTION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Reorganize possessions}}&lt;br /&gt;
| {{text anchor|REORGANIZE_POSSESSIONS}}&lt;br /&gt;
| {{DFtext|The Human Pikeman reorganizes his possessions.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Push item}}&lt;br /&gt;
| {{text anchor|PUSH_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Draw item}}&lt;br /&gt;
| {{text anchor|DRAW_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Strap item}}&lt;br /&gt;
| {{text anchor|STRAP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gained site control}}&lt;br /&gt;
| {{text anchor|GAIN_SITE_CONTROL}}&lt;br /&gt;
| {{DFtext|You are now in control of Tanfield, ruling The Ignition of Churches from The Holy Saturninity.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Assumed position}}&lt;br /&gt;
| {{text anchor|FORT_POSITION_SUCCESSION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen overwhelmed by stress}}&lt;br /&gt;
| {{text anchor|STRESSED_CITIZEN}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith is stumbling obliviously!|3:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen lost to stress}}&lt;br /&gt;
| {{text anchor|CITIZEN_LOST_TO_STRESS}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has gone stark raving mad!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Tantrum}}&lt;br /&gt;
| {{text anchor|CITIZEN_TANTRUM}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith is throwing a tantrum!|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Enemy moved out of range}}&lt;br /&gt;
| {{text anchor|MOVED_OUT_OF_RANGE}}&lt;br /&gt;
| {{DFtext|The Wolf has moved out of range!|7:1}}&lt;br /&gt;
| An [[attack]]ed creature has moved out of range&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot jump}}&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| {{DFtext|You cannot jump while prone.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No tracks}}&lt;br /&gt;
| {{text anchor|NO_TRACKS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Already searched}}&lt;br /&gt;
| {{text anchor|ALREADY_SEARCHED_AREA}}&lt;br /&gt;
| {{DFtext|You've already searched this area recently.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Search found something}}&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_SOMETHING}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Search found nothing}}&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_NOTHING}}&lt;br /&gt;
| {{DFtext|Your intense search turns up nothing.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nothing to interact}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_INTERACT}}&lt;br /&gt;
| {{DFtext|You have nothing with which to interact.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nothing to examine}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_EXAMINE}}&lt;br /&gt;
| {{DFtext|You have nothing to examine.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You yield}}&lt;br /&gt;
| {{text anchor|YOU_YIELDED}}&lt;br /&gt;
| {{DFtext|You assume a submissive posture.|6:1}}&lt;br /&gt;
| rowspan=2| [[Yield]]ing in adventure mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You unyield}}&lt;br /&gt;
| {{text anchor|YOU_UNYIELDED}}&lt;br /&gt;
| {{DFtext|You no longer assume a submissive posture.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You strap item}}&lt;br /&gt;
| {{text anchor|YOU_STRAP_ITEM}}&lt;br /&gt;
| {{DFtext|You strap the steel short sword to your Upper body.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You draw}}&lt;br /&gt;
| {{text anchor|YOU_DRAW_ITEM}}&lt;br /&gt;
| {{DFtext|You draw the steel short sword with your Right hand.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No grasp to draw}}&lt;br /&gt;
| {{text anchor|NO_GRASP_TO_DRAW_ITEM}}&lt;br /&gt;
| {{DFtext|You do not have a free grasp for the steel short sword.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to strap}}&lt;br /&gt;
| {{text anchor|NO_ITEM_TO_STRAP}}&lt;br /&gt;
| {{DFtext|You have nothing left to draw or put away.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to remove}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_REMOVE}}&lt;br /&gt;
| {{DFtext|You have nothing left to remove.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to wear}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_WEAR}}&lt;br /&gt;
| {{DFtext|You have nothing left to wear.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to eat}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_EAT}}&lt;br /&gt;
| {{DFtext|You have nothing left to eat or drink.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to contain}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_CONTAIN}}&lt;br /&gt;
| {{DFtext|You have nothing to put inside a container.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to drop}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_DROP}}&lt;br /&gt;
| {{DFtext|You have nothing left to drop.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to pick up}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_PICK_UP}}&lt;br /&gt;
| {{DFtext|There is nothing to pick up here.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to throw}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_THROW}}&lt;br /&gt;
| {{DFtext|You have nothing left to throw.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to throw}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_FIRE}}&lt;br /&gt;
| {{DFtext|You have nothing left to fire.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check smells}}&lt;br /&gt;
| {{text anchor|CURRENT_SMELL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Smell]]ing in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check weather}}&lt;br /&gt;
| {{text anchor|CURRENT_WEATHER}}&lt;br /&gt;
| {{DFtext|The sky is clear above you.|7:1}}&lt;br /&gt;
| Checking [[weather]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check temperature}}&lt;br /&gt;
| {{text anchor|CURRENT_TEMPERATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Checking [[temperature]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check date}}&lt;br /&gt;
| {{text anchor|CURRENT_DATE}}&lt;br /&gt;
| {{DFtext|It is the 14th of Granite, 250.|7:1}}&lt;br /&gt;
| Checking [[time]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No hands to pick up}}&lt;br /&gt;
| {{text anchor|NO_GRASP_FOR_PICKUP}}&lt;br /&gt;
| {{DFtext|You do not have a free grasp.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot climb}}&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
|&lt;br /&gt;
| You are unable to [[climb]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot stand}}&lt;br /&gt;
| {{text anchor|CANNOT_STAND}}&lt;br /&gt;
|&lt;br /&gt;
| You are unable to stand up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Must unretract first}}&lt;br /&gt;
| {{text anchor|MUST_UNRETRACT_FIRST}}&lt;br /&gt;
| {{DFtext|You must unroll.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot rest}}&lt;br /&gt;
| {{text anchor|CANNOT_REST}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot make campfire}}&lt;br /&gt;
| {{text anchor|CANNOT_MAKE_CAMPFIRE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Made a campfire}}&lt;br /&gt;
| {{text anchor|MADE_CAMPFIRE}}&lt;br /&gt;
|&lt;br /&gt;
| You make a [[campfire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot set a fire}}&lt;br /&gt;
| {{text anchor|CANNOT_SET_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Set fire}}&lt;br /&gt;
| {{text anchor|SET_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| You set a [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Break of dawn}}&lt;br /&gt;
| {{text anchor|DAWN_BREAKS}}&lt;br /&gt;
| {{DFtext|The dawn is breaking.|6:1}}&lt;br /&gt;
| rowspan=3| Change of the time of day&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Noon}}&lt;br /&gt;
| {{text anchor|NOON}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nightfall}}&lt;br /&gt;
| {{text anchor|NIGHTFALL}}&lt;br /&gt;
| {{DFtext|The night is falling.|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nothing to do with item}}&lt;br /&gt;
| {{text anchor|NO_INV_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Empty a container}}&lt;br /&gt;
| {{text anchor|EMPTY_CONTAINER}}&lt;br /&gt;
| {{DFtext|You empty your giant moon snail leather backpack.|6:0}}&lt;br /&gt;
| Emptying a container in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Take out of a container}}&lt;br /&gt;
| {{text anchor|TAKE_OUT_OF_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| Taking an item out of container in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No container to insert item}}&lt;br /&gt;
| {{text anchor|NO_CONTAINER_FOR_ITEM}}&lt;br /&gt;
| {{DFtext|You don't have a suitable container.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Put into container}}&lt;br /&gt;
| {{text anchor|PUT_INTO_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Eat}}&lt;br /&gt;
| {{text anchor|EAT_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You eat an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Drink}}&lt;br /&gt;
| {{text anchor|DRINK_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You drink an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Failed to eat/drink}}&lt;br /&gt;
| {{text anchor|CONSUME_FAILURE}}&lt;br /&gt;
|&lt;br /&gt;
| You lick an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Drop}}&lt;br /&gt;
| {{text anchor|DROP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pick up}}&lt;br /&gt;
| {{text anchor|PICK_UP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You pick up an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You interact with building}}&lt;br /&gt;
| {{text anchor|YOU_BUILDING_INTERACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Interaction with a [[building]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You interact with item}}&lt;br /&gt;
| {{text anchor|YOU_ITEM_INTERACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Interaction with an [[item]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You feel hot/cold}}&lt;br /&gt;
| {{text anchor|YOU_TEMPERATURE_EFFECTS}}&lt;br /&gt;
| {{DFtext|You are melting!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Gain/lose possession of item}}&lt;br /&gt;
| {{text anchor|RESOLVE_SHARED_ITEMS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cough blood}}&lt;br /&gt;
| {{text anchor|COUGH_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| [[Syndrome|Coughing blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vomit blood}}&lt;br /&gt;
| {{text anchor|VOMIT_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| [[Syndrome|Vomiting blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Learned a power}}&lt;br /&gt;
| {{text anchor|POWER_LEARNED}}&lt;br /&gt;
|&lt;br /&gt;
| Learning a new power&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You feed on victim}}&lt;br /&gt;
| {{text anchor|YOU_FEED_ON_SUCKEE}}&lt;br /&gt;
|&lt;br /&gt;
| [[Vampire|Sucking blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Profession change}}&lt;br /&gt;
| {{text anchor|PROFESSION_CHANGES}}&lt;br /&gt;
|&lt;br /&gt;
| Changing a profession&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Recruit gains skill}}&lt;br /&gt;
| {{text anchor|RECRUIT_PROMOTED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Soldier becomes a master}}&lt;br /&gt;
| {{text anchor|SOLDIER_BECOMES_MASTER}}&lt;br /&gt;
|&lt;br /&gt;
| A [[soldier]] has mastered a weapon [[skill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants unloading}}&lt;br /&gt;
| {{text anchor|MERCHANTS_UNLOADING}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud have arrived and are unloading their goods.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants need depot}}&lt;br /&gt;
| {{text anchor|MERCHANTS_NEED_DEPOT}}&lt;br /&gt;
| {{DFtext|The merchants need a trade depot to unload their goods.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wagons bypassed inaccessible site}}&lt;br /&gt;
| {{text anchor|MERCHANT_WAGONS_BYPASSED}}&lt;br /&gt;
|&lt;br /&gt;
| The [[merchants]]' wagons have bypassed the site&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants leaving soon}}&lt;br /&gt;
| {{text anchor|MERCHANTS_LEAVING_SOON}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud will be leaving soon.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants leaving now}}&lt;br /&gt;
| {{text anchor|MERCHANTS_EMBARKED}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud have embarked on their journey.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet loses dead owner}}&lt;br /&gt;
| {{text anchor|PET_LOSES_DEAD_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet adopts owner}}&lt;br /&gt;
| {{text anchor|PET_ADOPTS_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vermin bite}}&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| {{DFtext|The Stray Cow (Tame) has been stung by a honey bee!|6:1}}&lt;br /&gt;
| A [[vermin]] bites/stings a creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Unable to complete building}}&lt;br /&gt;
| {{text anchor|UNABLE_TO_COMPLETE_BUILDING}}&lt;br /&gt;
| {{DFtext|The dwarves were unable to complete the Wall.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Job removed from unpowered building}}&lt;br /&gt;
| {{text anchor|JOBS_REMOVED_FROM_UNPOWERED_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen kidnapped}}&lt;br /&gt;
| {{text anchor|CITIZEN_SNATCHED}}&lt;br /&gt;
| {{DFtext|A kidnapper has made off with the Dwarven child Ustuth Therlethendok!|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vermin disturbed}}&lt;br /&gt;
| {{text anchor|VERMIN_DISTURBED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Land gains a status}}&lt;br /&gt;
| {{text anchor|LAND_GAINS_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Land's status elevated}}&lt;br /&gt;
| {{text anchor|LAND_ELEVATED_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterpiece crafted}}&lt;br /&gt;
| {{text anchor|MASTERPIECE_CRAFTED}}&lt;br /&gt;
| {{DFtext|Fikod Razulban has created a masterpiece ☼Juwog Minedscratch's forgotten beast silk cloth☼|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterpiece defaced}}&lt;br /&gt;
| {{text anchor|ARTWORK_DEFACED}}&lt;br /&gt;
| {{DFtext|A foolish builder defaced a Edëm Stinzas!|4:0}}&lt;br /&gt;
| A [[masterwork]] was destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal trained}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINED}}&lt;br /&gt;
| {{DFtext|An animal has become a Stray war Dog.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterful dye}}&lt;br /&gt;
| {{text anchor|DYED_MASTERPIECE}}&lt;br /&gt;
|&lt;br /&gt;
| An item has been [[masterwork|masterfully]] [[dyer|dyed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork food}}&lt;br /&gt;
| {{text anchor|COOKED_MASTERPIECE}}&lt;br /&gt;
| {{DFtext|Atír Sigunzlir has cooked a masterful meal!|3:1}}&lt;br /&gt;
| Cooking a [[masterwork|masterful]] [[prepared meal|meal]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mandate ends}}&lt;br /&gt;
| {{text anchor|MANDATE_ENDS}}&lt;br /&gt;
| {{DFtext| Medtob Aludineth, mayor has ended a mandate.|3:1}}&lt;br /&gt;
| A [[noble]] ended a [[mandate]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|SLOWDOWN_ENDS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Diplomat bids farewell}}&lt;br /&gt;
| {{text anchor|FAREWELL_HELPER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Election}}&lt;br /&gt;
| {{text anchor|ELECTION_RESULTS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Site located}}&lt;br /&gt;
| {{text anchor|SITE_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| A site already exists at the location you are trying to embark to&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Construction suspended}}&lt;br /&gt;
| {{text anchor|CONSTRUCTION_SUSPENDED}}&lt;br /&gt;
|&lt;br /&gt;
| Construction of a [[building]] was suspended&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Machine link suspended}}&lt;br /&gt;
| {{text anchor|LINKAGE_SUSPENDED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Work order completed}}&lt;br /&gt;
| {{text anchor|QUOTA_FILLED}}&lt;br /&gt;
|&lt;br /&gt;
| A [[manager|work order]] was completed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Job overwritten}}&lt;br /&gt;
| {{text anchor|JOB_OVERWRITTEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No fish to catch}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_CATCH_IN_WATER}}&lt;br /&gt;
| {{DFtext|There is nothing to catch in the river.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Demand forgotten}}&lt;br /&gt;
| {{text anchor|DEMAND_FORGOTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New demand}}&lt;br /&gt;
| {{text anchor|NEW_DEMAND}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New mandate}}&lt;br /&gt;
| {{text anchor|NEW_MANDATE}}&lt;br /&gt;
| {{DFtext|Medtob Aludineth, mayor has imposed a ban on certain exports.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|PRICES_ALTERED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Local resident creature named}}&lt;br /&gt;
| {{text anchor|NAMED_RESIDENT_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Somebody grows up}}&lt;br /&gt;
| {{text anchor|SOMEBODY_GROWS_UP}}&lt;br /&gt;
|&lt;br /&gt;
| Somebody has grown up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|GUILD_REQUEST_TAKEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|GUILD_WAGES_CHANGED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|NEW_WORK_MANDATE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen becomes soldier}}&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_SOLDIER}}&lt;br /&gt;
|&lt;br /&gt;
| Shown when dwarves assume soldier role, for standing orders or direct orders&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen becomes civilian}}&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_NONSOLDIER}}&lt;br /&gt;
|&lt;br /&gt;
| Shown when soldier dwarves no longer have active military orders, and return to civilian life&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Party organized}}&lt;br /&gt;
| {{text anchor|PARTY_ORGANIZED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Trantrum (possessed by ghost)}}&lt;br /&gt;
| {{text anchor|POSSESSED_TANTRUM}}&lt;br /&gt;
|&lt;br /&gt;
| A dwarf possessed by a [[ghost]] is throwing a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Building toppled by ghost}}&lt;br /&gt;
| {{text anchor|BUILDING_TOPPLED_BY_GHOST}}&lt;br /&gt;
|&lt;br /&gt;
| A building was toppled by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork improvement}}&lt;br /&gt;
| {{text anchor|MASTERFUL_IMPROVEMENT}}&lt;br /&gt;
|&lt;br /&gt;
| An item has been [[masterwork|masterfully]] decorated&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork engraving}}&lt;br /&gt;
| {{text anchor|MASTERPIECE_ENGRAVING}}&lt;br /&gt;
|&lt;br /&gt;
| A [[masterwork|masterpiece]] [[engraving]] was created&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wedding}}&lt;br /&gt;
| {{text anchor|MARRIAGE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|NO_MARRIAGE_CELEBRATION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Beast guzzles drink}}&lt;br /&gt;
| {{text anchor|CURIOUS_GUZZLER}}&lt;br /&gt;
|&lt;br /&gt;
| An animal drank stockpiled [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Clear weather}}&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_CLEAR}}&lt;br /&gt;
| {{DFtext|The weather has cleared.|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Snow}}&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_SNOW}}&lt;br /&gt;
| {{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Rain}}&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_RAIN}}&lt;br /&gt;
| {{DFtext|It has started raining.|1:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wet season}}&lt;br /&gt;
| {{text anchor|SEASON_WET}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dry season}}&lt;br /&gt;
| {{text anchor|SEASON_DRY}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Spring}}&lt;br /&gt;
| {{text anchor|SEASON_SPRING}}&lt;br /&gt;
| {{DFtext|Spring has arrived!|2:1}}&lt;br /&gt;
| rowspan=4| Change of a season&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Summer}}&lt;br /&gt;
| {{text anchor|SEASON_SUMMER}}&lt;br /&gt;
| {{DFtext|It is now summer.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Autumn}}&lt;br /&gt;
| {{text anchor|SEASON_AUTUMN}}&lt;br /&gt;
| {{DFtext|Autumn has come.|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Winter}}&lt;br /&gt;
| {{text anchor|SEASON_WINTER}}&lt;br /&gt;
| {{DFtext|Winter is here.|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Guest arrives}}&lt;br /&gt;
| {{text anchor|GUEST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|Vusdom Ilerane, Human Spearman is visiting.|2:1}}&lt;br /&gt;
| Arrival of visitors, and also squads returning from missions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot speak}}&lt;br /&gt;
| {{text anchor|CANNOT_SPEAK}}&lt;br /&gt;
| {{DFtext|A troglodyte cannot speak.|6:0}}&lt;br /&gt;
| When playing adventure mode as a creature that doesn't speak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Research breakthrough}}&lt;br /&gt;
| {{text anchor|RESEARCH_BREAKTHROUGH}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Your order delivered}}&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_DELIVERY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot perform}}&lt;br /&gt;
| {{text anchor|PERFORMANCE_START_FAILURE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Begin activity}}&lt;br /&gt;
| {{text anchor|BEGIN_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Activity ongoing}}&lt;br /&gt;
| {{text anchor|MIDDLE_OF_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Activity section change}}&lt;br /&gt;
| {{text anchor|ACTIVITY_SECTION_CHANGE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Activity end}}&lt;br /&gt;
| {{text anchor|CONCLUDE_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Learned written content}}&lt;br /&gt;
| {{text anchor|LEARNED_WRITTEN_CONTENT}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Learned art form}}&lt;br /&gt;
| {{text anchor|LEARNED_ART_FORM}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Performance quality}}&lt;br /&gt;
| {{text anchor|PERFORMER_UPDATE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Building destroyed/toppled}}&lt;br /&gt;
| {{text anchor|BUILDING_DESTROYED_OR_TOPPLED}}&lt;br /&gt;
|&lt;br /&gt;
| A [[creature]] destroyed a [[building]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cursed by deity}}&lt;br /&gt;
| {{text anchor|DEITY_CURSE}}&lt;br /&gt;
|&lt;br /&gt;
| Being cursed by a [[deity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Composition complete}}&lt;br /&gt;
| {{text anchor|COMPOSITION_COMPLETE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Composition failed}}&lt;br /&gt;
| {{text anchor|COMPOSITION_FAILED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New apprenticeship}}&lt;br /&gt;
| {{text anchor|NEW_APPRENTICESHIP}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Petition ignored}}&lt;br /&gt;
| {{text anchor|PETITION_IGNORED}}&lt;br /&gt;
| {{DFtext|The petition of Vusdom Ilerane, Human Spearman has been ignored.|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot chop tree}}&lt;br /&gt;
| {{text anchor|CANNOT_CHOP_TREE}}&lt;br /&gt;
| {{DFtext|You cannot fell trees in the arena.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Tree chopped}}&lt;br /&gt;
| {{text anchor|CHOP_TREE}}&lt;br /&gt;
|&lt;br /&gt;
| Chopping [[tree]]s in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot construct here}}&lt;br /&gt;
| {{text anchor|CANNOT_CONSTRUCT}}&lt;br /&gt;
| {{DFtext|You cannot construct at this site.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Rumor spread by citizen}}&lt;br /&gt;
| {{text anchor|RUMOR_SPREAD}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Visitor shared rumor(s)}}&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_RUMOR_RECEIVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Returning soldiers bring rumor(s)}}&lt;br /&gt;
| {{text anchor|RETURNING_RUMOR_RECEIVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New site founded nearby}}&lt;br /&gt;
| {{text anchor|NEW_HOLDING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nearby site linked economically}}&lt;br /&gt;
| {{text anchor|NEW_MARKET_LINK}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You given emergency tactical control}}&lt;br /&gt;
| {{text anchor|EMERGENCY_TACTICAL_CONTROL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Agreement satisfied}}&lt;br /&gt;
| {{text anchor|AGREEMENT_SATISFIED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Priesthood needs recognized}}&lt;br /&gt;
| {{text anchor|AGREEMENT_WARNING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Agreement abandoned}}&lt;br /&gt;
| {{text anchor|AGREEMENT_ABANDONED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Guild founded}}&lt;br /&gt;
| {{text anchor|NEW_GUILD}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item handoff}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_HANDOFF}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item stolen}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_STOLEN}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item has been moved}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_ITEM_MOVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item missing}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_ITEM_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mount}}&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot mount}}&lt;br /&gt;
| {{text anchor|CANNOT_MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You failed to mount}}&lt;br /&gt;
| {{text anchor|FAILED_MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dismount}}&lt;br /&gt;
| {{text anchor|DISMOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You failed to dismount}}&lt;br /&gt;
| {{text anchor|FAILED_DISMOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Diplomat left unhappy}}&lt;br /&gt;
| {{text anchor|DIPLOMAT_LEFT_UNHAPPY}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Embark}}&lt;br /&gt;
| {{text anchor|EMBARK_MESSAGE}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|First caravan}}&lt;br /&gt;
| {{text anchor|FIRST_CARAVAN_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Monarch arrived}}&lt;br /&gt;
| {{text anchor|MONARCH_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Monarch arrived early}}&lt;br /&gt;
| {{text anchor|HASTY_MONARCH}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Satisfied monarch}}&lt;br /&gt;
| {{text anchor|SATISFIED_MONARCH}}&lt;br /&gt;
| {{DFtext|The queen Fikod Rîsennikot is satisfied with their position here. Everything is properly royal, properly furnished. And yet? A true Mountainhome must have a true throne! And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice. Deeper. We must dig deeper.|7:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mountainhome achieved}}&lt;br /&gt;
| {{text anchor|MOUNTAINHOME}}&lt;br /&gt;
| &lt;br /&gt;
| You have acquired the status of mountainhome, the new dwarven capital&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No food}}&lt;br /&gt;
| {{text anchor|FOOD_WARNING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Removing an '':option'' from ``DF'''/prefs/'''announcements.txt`` will not disable that option if it is enabled by ``DF'''/data/init/'''announcements.txt``; the workaround is to remove the option from both ``DF'''/prefs/'''announcements.txt`` and ``DF'''/data/init/'''announcements.txt``.{{bug|13034}}{{verify|is this what is causing this bug?}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Announcements.txt]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=317871</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=317871"/>
		<updated>2026-07-10T09:27:48Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Mining warm and damp stone */ replaced warm stone work around with standing order link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:24, 14 March 2024 (CST)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * [[Miner]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
* [[Construction removal|Remove construction]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:mining_anim_v50.gif|thumb|189px|right|A designated area being mined.]]'''Mining''' is an essential part of building a fort in ''Dwarf Fortress''. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone|stone types]], [[ore]]s and [[gem]]s, or simply to create the basic tunnels and [[zone|room]]s in your fort. Mining refers to either the [[skill]] that performs mining, the [[labor]] associated with it, or simply the task or job of performing said labor. Military dwarves equipped with picks will use mining as their &amp;quot;[[Combat skill|weapon skill]].&amp;quot; Mining through softer materials such as [[sand]] or [[soil]] is much faster than mining through stone.&lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Digging''' removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.&lt;br /&gt;
* '''[[Channel]]ing''' removes the section of the wall, the floor, and if possible places a ramp one level below.&lt;br /&gt;
* '''[[Ramp]]s''' replaces the section with a ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''[[Stairs]]''' carves out upward and/or downward stairs.&lt;br /&gt;
* '''Remove [[Construction]]''' removes a construction, ie. a built wall, stair, floor, etc.&lt;br /&gt;
* '''Remove Stairs/Ramp''' removes a dug-out stairs or ramp.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil.  NOTE: Constructed [[wall]]s, [[stairs]] or [[ramp]]s are not dug and instead must be removed using the 'Remove Construction' option ({{Menu icon|m|x}}). This uses the mining skill to be completed, regardless of the material the construction is made from.&lt;br /&gt;
&lt;br /&gt;
When discovering a unique stone, gem or ore, the game will display an annoucement that looks like the following:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|You have struck saltpeter!|6:1}}&lt;br /&gt;
&lt;br /&gt;
==Understanding digging==&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|&lt;br /&gt;
Side view of various mining tasks. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In each of the 9 &amp;quot;digging&amp;quot; scenarios, the dwarf miner is shown as having completed the command(s) listed in that figure, moving from left to right. Each individual command is separated by a comma &amp;quot;,&amp;quot;. (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed. For example, in the bottom right figure: &amp;quot;Down stairs, up/down stairs, up stairs, mine x2&amp;quot; is five separate commands.&lt;br /&gt;
]]&lt;br /&gt;
Each layer in the three-dimensional ''Dwarf Fortress'' map consists of two parts: a wall-part, and a floor-part.  Mining a tunnel removes the wall-part but leaves the floor-part in place. Channeling removes the floor-part as well, leaving open space above, and if a wall-part exists below, it becomes an upward ramp. Digging an upward ramp removes the wall-part of the designated tile and both parts of the tile above it. Up stairs only modify the wall-part of the designated tile (and are unusable without Down stairs in the tile above), the Down stairs designation will remove the wall-part of the tile (if present) and place a stair connection in the floor-part of the designated tile. Up/down stairs modify both parts of the designated tile (but remain unusable until the tile above/below has the proper stair connection).&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Go to the {{Menu icon|y}} labor menu, then work details tab&lt;br /&gt;
# Select the &amp;quot;Miners&amp;quot; work detail on the left side of the screen&lt;br /&gt;
# Find the dwarf you would like to make a miner, and click the rightmost box, a green check mark should appear&lt;br /&gt;
# If you would like this dwarf to ''only'' mine, and ignore all other labors (they will still eat, sleep, take breaks, etc. ) you can toggle the dwarf's &amp;quot;Specialize&amp;quot; button (the hammer and lock icon) to be red.&lt;br /&gt;
To start mining, a [[miner]] requires an available [[pick]]. A dwarf's agility and mining skill affect how quickly they mine, as does pick material and quality, and even a [[Difficulty#Fortress_dig_speed|difficulty setting]].&lt;br /&gt;
&lt;br /&gt;
Giving a dwarf the miner work detail will disable the &amp;quot;wood cutter&amp;quot; and &amp;quot;hunter&amp;quot; work details, as those labors all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
# Press {{Menu icon|m}} to bring up the digging orders menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{Menu icon|m}} for mining&lt;br /&gt;
#* {{Menu icon|m|u|num=1}} for channeling&lt;br /&gt;
#* {{Menu icon|m|r|num=1}} for an upward ramp&lt;br /&gt;
#* {{Menu icon|m|t|num=1}} for stairs, set a start and an end point in a different elevation to determine if it leads upwards or downwards&lt;br /&gt;
# (Optional) Set the priority by pressing {{Menu icon|m|n|num=1}} to open the advanced options, and clicking a number to set the priority. Tiles with first/lowest numbered priority value will be mined first.&lt;br /&gt;
# Draw a rectangle using the mouse. An area should now be highlighted, indicating the area to be mined. The opposite corner can also be placed on a different z-level with {{k|c}}/{{k|e}}, designating areas across z-levels for mining.&lt;br /&gt;
&lt;br /&gt;
==Mineral production (profit!)==&lt;br /&gt;
When the wall-part is removed from a stone tile, there is a 25% chance that a single [[stone]] (also known as a boulder) will be left behind.  Minerals which are found in [[vein]]s have a 33% chance of leaving ore, and minerals found in [[vein|small clusters]] (or individual tiles) have a 100% chance of leaving a stone or rough gem behind. Finally, any &amp;quot;deep&amp;quot; material (i.e. [[adamantine]] or [[slade]]) has a 100% chance of leaving a usable stone (though the latter is normally undiggable). Mining skill only influences the amount of time it takes to mine each tile; it does not affect drop rate.&lt;br /&gt;
&lt;br /&gt;
Carving a channel down or ramp up needs special care to provide the full 25%/33%/100% mineral production: in the case that both the bottom tile (where the new ramp up is) and the top tile (new open-space above the newly carved ramp) are both dug out together as part of the same designation, there is only a single chance of mineral production, even though two tiles had their wall-part removed, effectively halving the mineral production chance to 12.5%/16.5%/50% in that case. But if special care is taken to ensure the top open-space tile is dug out first before carving the ramp below it, the full chance from both tiles can be achieved.&lt;br /&gt;
&lt;br /&gt;
The [[stoneworker's workshop]] can create four [[block]]s from each boulder, so on average you can create one stone block for each tile of stone mined. Each ore stone also produces 4 metal bars at a [[smelter]], so, on average, you will produce 1⅓ bars of the basic metal* for every tile of ore mined, or 4/ for small clusters of rare ore. &lt;br /&gt;
&lt;br /&gt;
: (* Two ores, [[tetrahedrite]] or [[galena]], have a chance to produce additional bars of [[silver]] as well as producing the 4 bars of their basic metal ([[copper]] and [[lead]], respectively). As a footnote, while [[iron]] ores produce 4 bars of iron, and that is all the metal required for 1 bar of steel, [[steel]] production additionally consumes 1 [[flux]] stone and 1 bar of [[fuel]] per single bar of steel produced.)&lt;br /&gt;
&lt;br /&gt;
When tunnels are dug in [[soil]], nothing is left from the material, there is no soil equivalent of a &amp;quot;[[stone]]&amp;quot; to be further used.  The floor-part will remain (if it wasn't channeled), and is suitable for [[farming]], or, if the right kind of soil, for sand or [[clay]] collection.&lt;br /&gt;
&lt;br /&gt;
After pressing {{Menu icon|m}}  and opening the advanced {{Menu icon|m|n|num=1}}  options menu, you can set the designation type to switch between designating all materials ({{Menu icon|m|v|num=1}}), designating just {{Menu icon|m|g|num=1}} gems, designating just gems and {{Menu icon|m|o|num=1}} ores, or designating ore/gem clusters or veins to be mined automatically with {{Menu icon|m|V|num=1}}.  Switching the designation type to automining will allow you to quickly assign mining tasks to entire veins.&lt;br /&gt;
&lt;br /&gt;
==Training mining==&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is one of the fastest ways to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
==Mining warm and damp stone==&lt;br /&gt;
[[File:digging_wet_preview.png|thumb|Wet tiles that should not be dug.]]&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route. (''&amp;quot;Safely&amp;quot;'' here implies only the short term survival of the digging dwarf, your fortress may well be flooded as a result, even many levels above the digging level, ''eventually'' killing your dwarf.)&lt;br /&gt;
&lt;br /&gt;
Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or, naturally, [[flood]] the fortress.)&lt;br /&gt;
&lt;br /&gt;
Wall tiles ''above'' magma will flash &amp;quot;warm&amp;quot;, and designations will be cancelled even if an entirely safe tunnel is being dug. This is rather annoying when carving out rooms above the magma sea, and can be disabled on the [[Standing_orders#Other|Other tab]] on the Standing orders tab in the Labor menu {{Menu icon|y}}{{version|53.12}}.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[Main:Digging designation canceled|damp stone]]) open the eraser tool with {{Menu icon|x}} and select an area you want to cancel.&lt;br /&gt;
&lt;br /&gt;
== Rampless channels ==&lt;br /&gt;
To create a channel with no ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{Menu icon|m|x}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
When digging ramps upwards, watch out for loose stone or other items that might be on the floor above, as falling objects can injure the unfortunate miner.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* [[Caverns]] &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]].&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* [[Smoothing]] &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = avuz | elvish = cèthutha | goblin = ngogngo | human = bora}}&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;br /&gt;
[[zh:Mining]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Revealed_tile&amp;diff=317870</id>
		<title>Revealed tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Revealed_tile&amp;diff=317870"/>
		<updated>2026-07-10T09:17:35Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added premium caveat, changed caverns link to section, added announcement, dig cancel, standing order links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''revealed tile''', in [[fortress mode]], is any tile that has a description when pointed at with the mouse. &lt;br /&gt;
&lt;br /&gt;
All [[Tile attributes|above ground]] tiles on the map start out revealed, including tiles above the surface. All [[Tile attributes|subterranean]] tiles must be revealed by [[mining|digging]] into them. All tiles adjacent to a dug tile on the same level will also be revealed, including diagonally: you can see what the rock walls adjacent to a mined-out tile are made of, for instance, and you can see the outermost tile of each z-level of a mountain. You can also see the tile immediately below where a downward or up/down [[stairs|stairway]] has been dug - this is because digging the stairway removes the [[floor]] between the levels. Upward stairways do not reveal the level above, because they do not remove the floor/ceiling above the stairs. With [[premium]] graphics, solid tiles that are not adjacent to open space will still be rendered as unrevealed, but they can still be examined by pointing at them with the mouse.&lt;br /&gt;
&lt;br /&gt;
Underground features like [[cavern]]s and [[Magma#Magma_pools|magma pool]]s start out hidden and must be discovered by mining into them. Upon breaching a feature, an [[announcement]] will be displayed informing the player of the discovery, and a chunk of the new feature &amp;quot;within view&amp;quot; of your dwarves will be revealed; see the [[Cavern#Methods_of_exploration|Methods of exploration]] in the caverns article for information on revealing more. Walls next to water or magma, including vertically, will be damp or warm, and dig designations for such walls will be [[Digging designation canceled|cancelled]] when revealed to avoid potentially flooding the fortress with what is beyond them, by default, though this can be disabled on the [[Standing_orders#Other|Other tab]] on the Standing orders tab in the Labor menu {{Menu icon|y}}{{version|53.12}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Revealed tile]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=317869</id>
		<title>Digging designation canceled</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=317869"/>
		<updated>2026-07-10T09:03:15Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added standing orders link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This error message pauses the game and zooms to the location where the warm or damp stone was located, and can be disabled on the [[Standing_orders#Other|Other tab]] on the Standing orders tab in the Labor menu {{Menu icon|y}}{{version|53.12}}.&lt;br /&gt;
&lt;br /&gt;
[[File:warm_stone_preview.png|right]]Warm or damp stone can be very dangerous, as it indicates the presence of nearby [[magma]] or [[water]], respectively. However, the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and, most of the time, ''you don't know which''. You will only know if you are near the surface and find the damp stone below a known [[murky pool]] or [[river]].&lt;br /&gt;
&lt;br /&gt;
[[File:Damp Stone Butcher.png|thumb|right|In this case, digging the room around the butcher was cancelled due to the last, bottom right tile being below the pool floor. The pool is known since it is on the surface. Note that it was possible to dig below the upper level's damp tiles of clay.]]The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water. Note that you will not receive warnings when digging staircases upward. If you plan on digging a staircase to a higher z-level, make sure there are no heavy [[aquifer]]s or [[magma]] in your way!&lt;br /&gt;
&lt;br /&gt;
 Side Profile: &lt;br /&gt;
 &lt;br /&gt;
    Below tile   Beside tile  Above tile            Key&lt;br /&gt;
 &lt;br /&gt;
      #######     #######      #######          # Unmined stone&lt;br /&gt;
  ↑   __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; Warm stone&lt;br /&gt;
  z   ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     _o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; Square that was just canceled&lt;br /&gt;
 axis ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt; Magma&lt;br /&gt;
  ↓   ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;##          _ Floor of the tunnel&lt;br /&gt;
      #######     #######      #######          o Miner&lt;br /&gt;
&lt;br /&gt;
Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the first and last cases, there would be a floor between your miner and the fluid.&lt;br /&gt;
&lt;br /&gt;
If the damp stone is due to an aquifer, empty tiles next to damp stone will fill with water, either slowly with a light aquifer, or quickly.&lt;br /&gt;
&lt;br /&gt;
The announcements can be changed to add recentering and pausing, either in the [[settings]], or by editing [[announcements.txt]].&lt;br /&gt;
&lt;br /&gt;
If you have [[DFHack]] installed, you will have the option to enable &amp;quot;Damp dig&amp;quot; or &amp;quot;Warm dig&amp;quot; mode. If you do not want to have your digging designations canceled, for example when digging minerals out of a light aquifer, you can enable the appropriate mode when you designate the tiles for digging. Click on the toolbar icon to set your desired mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfhack damp dig.png|thumb|Digging toolbar with DFHack damp dig enabled]]&lt;br /&gt;
&lt;br /&gt;
In this screenshot, the upper row is designated without any special mode. The second row is designated with damp dig enabled. The third row is designated with warm dig enabled. The fourth row is designated with both damp and warm dig modes enabled.&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, tiles designated in warm and/or damp dig mode will flash in an appropriate color.&lt;br /&gt;
&lt;br /&gt;
There are also options to retroactively enable damp or warm dig mode for existing designations on a z-level.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Category|Errors}}{{Category|Designations}}&lt;br /&gt;
[[ru:Digging designation canceled]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=317868</id>
		<title>Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=317868"/>
		<updated>2026-07-10T08:56:09Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Other */ added warm/damp cancel toggle, added link to planter page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:[[File:v50_standing_orders_preview.png|300px|right]]'''''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. If you were looking for information on how to get your military to patrol or defend areas without actively managing them, see '''[[Scheduling]]'''. If you were looking for information on how to order your squads to move around on command and attack designated creatures, see '''[[Squads]]'''.&lt;br /&gt;
&lt;br /&gt;
'''Standing orders''' that apply to the whole fortress can be accessed by opening the Labor menu with {{Menu icon|y}} and then clicking on the '''Standing orders''' tab.&lt;br /&gt;
&lt;br /&gt;
==Automated Workshops==&lt;br /&gt;
* '''Automatically weave all thread''' toggles whether [[loom]]s will automatically weave available thread (or available dyed thread) into cloth&lt;br /&gt;
* '''Use any cloth''' toggles whether [[clothier's shop]]s will use only dyed cloth or all cloth. Since finished clothing cannot be dyed, this is one way to make sure the clothing is of the best quality possible.&lt;br /&gt;
* '''Automatically collect webs''' toggles whether [[weaver]]s will automatically go out and collect spider [[web]]s&lt;br /&gt;
* '''Slaughter any marked animal''' toggles whether animals marked for slaughter will automatically add slaughter tasks to [[butcher's shop]]s&lt;br /&gt;
* '''Automatically butcher carcasses''' toggles whether butcherable corpses will have butcher tasks automatically generated at [[butcher's shop]]s&lt;br /&gt;
* '''Automatically clean fish''' toggles whether &amp;quot;prepare raw fish&amp;quot; tasks will be automatically added to [[fishery]]s after raw fish are caught&lt;br /&gt;
* '''Automate kitchen''' toggles whether automatic [[reactions]] (&amp;quot;render fat&amp;quot;) will be added at [[kitchen]]s&lt;br /&gt;
* '''Automate tannery''' toggles whether automatic [[reactions]] (&amp;quot;tan a hide&amp;quot;) will be added at [[tanner's shop]]s&lt;br /&gt;
&lt;br /&gt;
==Hauling==&lt;br /&gt;
* '''Workers gather animals''' toggles whether dwarves will move caged [[animal]]s to a stockpile&lt;br /&gt;
* '''Workers gather food''' toggles whether dwarves will move [[food]] to a stockpile&lt;br /&gt;
* '''Workers gather furniture''' toggles whether dwarves will move [[furniture]] to a stockpile&lt;br /&gt;
* '''Workers gather bodies''' toggles whether dwarves will move [[corpse]]s to a stockpile&lt;br /&gt;
* '''Workers gather minerals''' toggles whether dwarves will move [[stone]] to a stockpile&lt;br /&gt;
* '''Workers gather wood''' toggles whether dwarves will move [[wood]] to a stockpile&lt;br /&gt;
&lt;br /&gt;
==Refuse and dumping==&lt;br /&gt;
Dwarves can do different things with different types of [[refuse]].&lt;br /&gt;
&lt;br /&gt;
You can tell them to ignore refuse altogether by toggling off '''Workers gather refuse''' for a smelly fort, or toggle on '''Workers gather outdoor refuse''' which is mainly useful for collecting animals killed by military dwarves.&lt;br /&gt;
&lt;br /&gt;
Various refuse types can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump [[activity zone]]). Setting a type of refuse as &amp;quot;dump&amp;quot; will make dwarves start automatically dumping refuse of that type, even ones pre-stored in a refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you have outdoor refuse stockpiles set up with give and take chains (to shift garbage away from your fortress, for example,) you must turn on collecting outdoor refuse if you want your dwarves to move the piles.&lt;br /&gt;
&lt;br /&gt;
*'''Workers gather refuse''' toggles whether dwarves will ignore refuse completely&lt;br /&gt;
*'''Workers gather outdoor refuse''' toggles whether dwarves will gather refuse [[Tile_attributes|outside]]&lt;br /&gt;
*'''Workers ignore outdoor vermin remains''' toggles whether dwarves will gather [[vermin]] remains from outside (only available when '''Workers gather outdoor refuse''' is on)&lt;br /&gt;
*'''Workers save corpses''' toggles whether [[corpse]]s, [[body part]]s, and other parts not applied to the options below are stored or dumped, including [[Ivory|ivory/teeth]], [[horn]]s, [[nervous tissue]], and [[cartilage]]&lt;br /&gt;
*'''Workers save skulls'''  toggles whether [[skull]]s are stored or dumped&lt;br /&gt;
*'''Workers save bones''' [[bone]]s are stored or dumped&lt;br /&gt;
*'''Workers save shells'''  [[shell]]s are stored or dumped&lt;br /&gt;
*'''Workers save skins'''  toggles whether [[skin]]s, [[chitin]] or [[scale]]s are stored or dumped&lt;br /&gt;
*'''Workers save hair and wool''' toggles whether [[hair]] or [[wool]] are stored or dumped&lt;br /&gt;
*'''Workers save other objects''' toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or [[Wear|tattered]] clothes (&amp;quot;Gather Vermin Remains&amp;quot; must be on for outdoor vermin remains to be collected)&lt;br /&gt;
&lt;br /&gt;
==Sieges and forbidding==&lt;br /&gt;
Dwarves can automatically [[forbid]] certain types of items, automatically forbid these items only during sieges, or not automatically forbid them at all.&lt;br /&gt;
*'''Forbid used ammunition''' toggles whether shot ammunition is automatically forbidden&lt;br /&gt;
*'''Claim your dead''' toggles whether dead citizens are automatically forbidden&lt;br /&gt;
*'''Forbid your death items''' toggles whether dead citizens' items are automatically forbidden&lt;br /&gt;
*'''Claim other dead''' toggles whether other dead creatures are automatically forbidden&lt;br /&gt;
*'''Claim other death items''' toggles whether other dead creatures' items are automatically forbidden&lt;br /&gt;
*'''Forbid floor/wall cleaning''' toggles when dwarves will clean contaminants such as [[vomit]] and [[blood]] from floors and walls.&lt;br /&gt;
*'''Forbid trap cleaning''' toggles when dwarves will clean [[trap]]s.&lt;br /&gt;
*'''Forbid trap rearming''' toggles when dwarves will rearm traps.&lt;br /&gt;
*'''Forbid cages from sprung traps''' toggles whether filled cages from traps will be automatically forbidden&lt;br /&gt;
*'''Forbid toppled building items''' toggles whether remnants of [[building destroyer|smashed buildings]] will be automatically forbidden&lt;br /&gt;
&lt;br /&gt;
==Chores==&lt;br /&gt;
The Chores tab allows you to select what tasks [[children]] will automatically do. You can select '''Children don't do chores''' to forbid all children from doing work tasks or toggle tasks from the list of &amp;quot;Feeding Patients/Prisoners&amp;quot;, &amp;quot;Milking&amp;quot;, hauling tasks, &amp;quot;Cleaning&amp;quot;, and &amp;quot;Lever Operation&amp;quot;. The tab lists all of the children in your fort and you can also select individual children to do either all or none of the tasks you've selected. If either list has a scroll bar, only click the arrows at the top and bottom of the scroll bar to scroll the list; otherwise (after scrolling) the selecting and deselecting of children or options might not work (until the menu is closed and reopened){{bug|13461}}.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*'''Announce some job cancellations''' adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
*'''Mining cancelled near new damp stone'''{{version|53.12}} toggles [[Digging designation canceled|cancellation of digging designations]] for walls next to [[water]] or [[aquifer]]s&lt;br /&gt;
*'''Mining cancelled near new warm stone'''{{version|53.12}} toggles cancellation of digging designations for walls next to [[magma]]&lt;br /&gt;
*'''Everybody harvests''' toggles who will harvest plants from [[farm plot|farm plots]]; see [[Planter#All_dwarves_harvest|Planter]] for details&lt;br /&gt;
*'''Mix similar foods in barrels''' toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
*'''Prefer zones for water drinking''' toggles whether dwarves can drink at water sources not marked as zones&lt;br /&gt;
*'''Prefer zones for fishing''' toggles whether fisherdwarves can fish at water sources not marked as zones&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Set hunter ammunition''' opens a separate tab where you can configure the material, type and amount of [[ammunition]] available to [[hunter]]s.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = savot lotol | elvish = rino feri | goblin = axod axusp | human = wur cika}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Standing orders]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=317866</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=317866"/>
		<updated>2026-07-10T00:49:53Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Enemy/merchant triggers */ added creature and trade tokens to option descriptions, adjusted text see those tokens for details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Creature token#DIFFICULTY|l1=the Difficulty creature token}}&lt;br /&gt;
'''Difficulty''' is the level of challenge presented by the game in [[Fortress Mode]], largely customizable by the player. These [[settings]] will affect whether your fortress can be attacked by outside forces, how frequent said attacks are, how big invading armies are, [[noble]] neediness, etc. You can modify these settings before and at any time after embarking, the tab will only appear in the settings screen when a [[fortress]] is loaded. Since they are specific to each save, they are stored as part of the save and are not editable outside the game.&lt;br /&gt;
&lt;br /&gt;
== Default settings ==&lt;br /&gt;
They are divided into two groups: enemies and economy; enemies can be disabled, both groups have normal and hard presets, and all of the individual settings can be adjusted in Custom settings. The values used in each preset can be seen by selecting the preset and then viewing them in Custom settings.&lt;br /&gt;
&lt;br /&gt;
'''Enemies''' has 3 options:&lt;br /&gt;
* '''Off''' will disable [[Ambush|ambushes]], [[Siege|sieges]], [[Megabeast|uninvited]] [[Forgotten beast|guests]], [[Werebeast|werebeasts]], and agitated wildlife attacks, but not [[intrigue]], [[HFS]], or misbehaving dwarves, so it is still recommended to train a military.&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' experience.&lt;br /&gt;
* '''Hard''' ensures a never-ending stream of [[Fun]], causing invaders to show up earlier, more often, and with more bodies to throw at the gates.&lt;br /&gt;
----&lt;br /&gt;
'''Economy''' has 2 options:&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' economy.&lt;br /&gt;
* '''Hard''' requires you to produce more wealth in order to receive higher-ranking nobles, requires [[Temple|temples]] and [[Guildhall|guildhalls]] to be more valuable before satisfying petitions, and causes [[Noble|nobles]] to make more [[Mandate|mandates]] and [[Demand|demands]].&lt;br /&gt;
&lt;br /&gt;
== Enemy settings ==&lt;br /&gt;
&amp;lt;!-- Last verified in 53.05 --&amp;gt;&lt;br /&gt;
If you wish, you can also fine-tune individual settings - maybe you only want megabeasts to assault your fortress, and would prefer the elves to leave well enough alone. The following options are available for enemy settings:&lt;br /&gt;
=== Individual enemy toggles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Civilizations can attack || Yes/No || Controls whether [[Ambush|ambushes]] and [[Siege|sieges]] can occur. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Megabeasts can attack || Yes/No || Controls whether [[Megabeast|megabeasts]] and [[Forgotten beast|forgotten beasts]] can attack. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Werebeasts can attack || Yes/No || Controls whether [[Werebeast|werebeasts]] can attack. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Curious wilderness creatures can come to cause trouble || Yes/No || Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. || No; Yes; Yes&lt;br /&gt;
|}&lt;br /&gt;
=== Enemy/merchant triggers ===&lt;br /&gt;
Used for creatures' {{token|ATTACK_TRIGGER|creature}} and civilizations [[Entity_token#PROGRESS_TRIGGER_POPULATION|trade and siege tokens]] (for sieges, all the default civilizations only use {{token|PROGRESS_TRIGGER_POP_SIEGE|entity}}, and it might be only the goblin/evil civilizations use that.)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Population triggers || 1 to 300 || Sets the population values for each level of {{token|ATTACK_TRIGGER|creature}} (first value), {{token|PROGRESS_TRIGGER_POPULATION|entity}}, and {{token|PROGRESS_TRIGGER_POP_SIEGE|entity}}; see those tokens for details of how a player fortress reaching this many population will affect them. || 0/0/0/0/0; 20/50/80/110/140; 15/30/40/55/70&lt;br /&gt;
|-&lt;br /&gt;
| Production triggers || 0 to 100,000,000 || Sets the created [[Status#Fortress_wealth|wealth]] values for each level of {{token|ATTACK_TRIGGER|creature}} (second value), {{token|PROGRESS_TRIGGER_PRODUCTION|entity}}, and {{token|PROGRESS_TRIGGER_PROD_SIEGE|entity}}; see those tokens for details of how a player fortress reaching this value of created wealth will affect them. || 0/0/0/0/0; 5,000/25,000/100,000/200,000/300,000; 2,500/12,500/50,000/100,000/150,000&lt;br /&gt;
|-&lt;br /&gt;
| Trade triggers || 0 to 100,000,000 || Sets the exported wealth values for each level of {{token|ATTACK_TRIGGER|creature}} (third value), {{token|PROGRESS_TRIGGER_TRADE|entity}}, and {{token|PROGRESS_TRIGGER_TRADE_SIEGE|entity}}; see those tokens for details of how a player fortress reaching this value of exported wealth will affect them. || 0/0/0/0/0; 500/2,500/10,000/20,000/30,000; 250/1,250/5,000/10,000/15,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Megabeasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Megabeast attack period (seasons) || 0 to 100 || How many seasons must pass before a megabeast may attack your fortress.{{verify}} || 10; 10; 8&lt;br /&gt;
|}&lt;br /&gt;
=== Forgotten beasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast sensitivity || 1 to 100,000 || Performing nature-disrupting actions within the caverns will agitate forgotten beasts and may cause them to attack. [[Noise]] will also increase agitation. A smaller value will require less actions before the maximum attack chance is reached. || 10,000; 10,000; 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no forgotten beasts will attack. || 5,000; 5,000; 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast wealth divisor || 1 to 100,000 || Your current fortress wealth is divided by this number - the result is added to effective irritation to determine forgotten beast attacks. A smaller number will cause forgotten beasts to attack sooner. || 40; 40; 40&lt;br /&gt;
|}&lt;br /&gt;
=== Wilderness irritation ===&lt;br /&gt;
These only apply to fortresses with an embark area that includes [[savage]]ry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness sensitivity || 1 to 100,000 || Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will require less actions before the maximum attack chance is reached. || 10,000; 10,000; 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no agitated wildlife will spawn. || 2,000; 2,000; 0&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every year. A higher value will make them less irritated faster. || 500; 500; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast attack period (seasons) || 0 to 100 || How many seasons must pass before a werebeast may attack your fortress.{{verify}} || 10; 10; 8&lt;br /&gt;
|}&lt;br /&gt;
=== Vampires ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Vampire migrant fraction || 1 to 1,000 || Affects what percentage of new migrants will be [[Vampire|vampires]]. A value of 0 will disable vampiric migrants. (Only on '''Off''' difficulty) || 0; 100; 75&lt;br /&gt;
|}&lt;br /&gt;
=== Invasion caps ===&lt;br /&gt;
These were changed as part of the siege update.{{v|53.07}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Invasion creature cap (excluding mounts) || 0 to 5,000 || The maximum amount of enemies that can be thrown at you when a civilization sieges you, not counting mounts. || 0; 140; 140&lt;br /&gt;
|-&lt;br /&gt;
| Invasion difficulties || 0 to 30,000 || Strength of the consecutive sieging forces {{verify|equipment materials, creature types?}}, each siege after the third increasing in difficulty by the fourth value.{{verify}} Tracked per civilization per fortress{{cite forum|183066/8606428}}. || 0/0/0/0; 50/300/1000/500; 100/600/1500/750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids before first siege (per civ) || 0 to 500 || Affects how many [[Ambush|ambushes]] must be performed before a civilization can try a proper siege for the first time. || 0; 2; 2&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids between sieges (per civ) || 0 to 500 || Affects how many ambushes must be performed before a civilization can try a proper siege from the second time onwards. || 0; 3; 1&lt;br /&gt;
|-&lt;br /&gt;
| Siege frequency (percentage, otherwise raid) || 0 to 100 || Percentage chance to receive a siege instead of an ambush. || 0; 25; 50&lt;br /&gt;
|}&lt;br /&gt;
=== Cavern dwellers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller scale (increase per attack) || 0 to 100 || Every time cavern-dwellers attack your fortress, the maximum number of attackers increases by this number. || 0; 10; 20&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller maximum attackers || 0 to 500 || The maximum amount of enemies that can be thrown at you when cavern dwellers attack. || 0; 50; 75&lt;br /&gt;
|}&lt;br /&gt;
=== Tree quota ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count || 1 to 1000 || Affects the default amount of trees [[Elf|elven]] diplomats will request you limit your felling to. Your negotiator will still try and increase the tree limit. || 25; 25; 10&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count (untamed wilds) || 1 to 1000 || Affects the default amount of trees elven diplomats will request you limit your felling to if you've settled in a [[savage]] area instead. Your negotiator will still try and increase the tree limit. || 5; 5; 1&lt;br /&gt;
|}&lt;br /&gt;
=== Siege invaders ===&lt;br /&gt;
These were all added with the [[release information/53.01|siege update]].{{version|53.01}} The aversion values are multipliers for pathing cost; for instance, an aversion to deconstruction of 20 means they would just as soon deconstruct 5 tiles as dig 2 natural tiles (as walk 100 steps), because each of those has the same cost (5×20 = 2×50 = 1×100). The material is not used in this calculation, only whether the tile must be deconstructed or dug through.{{cite forum|183066/8606428}}&lt;br /&gt;
&lt;br /&gt;
==== Invader ability toggles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Break constructed walls || Yes/No || Reinforced walls take longer to break. Speed and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Dig natural walls || Yes/No || Trolls can now come with great picks. Delay, speed, and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Build floors and stairs || Yes/No || Speed and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Free creatures from cages || Yes/No || Is this only cage traps? Or does it include built cages and/or stockpiled cages? || No; Yes; Yes&lt;br /&gt;
|}&lt;br /&gt;
==== Invader deconstruction ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of deconstruction, smaller is slower, reinforced walls take even longer to break. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Aversion || 1 to 1000 || How likely they are to try deconstruction, smaller is more likely to try. || 20; 20; 20&lt;br /&gt;
|}&lt;br /&gt;
==== Invader digging ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of digging, smaller is slower. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Horizontal aversion || 1 to 1000 || How likely they are to try digging on the same z-level, smaller is more likely to try. || 50; 50; 50&lt;br /&gt;
|-&lt;br /&gt;
| Vertical aversion || 1 to 1000 || How likely they are to try digging to a different z-level, smaller is more likely to try. || 1,000; 1,000; 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Days to delay vertical digging || 1 to 10,000 || Is this before the first try, or before each try? Does it reset each siege? || 84; 84; 84&lt;br /&gt;
|}&lt;br /&gt;
==== Invader construction ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of construction, smaller is slower, reinforced walls take even longer to break. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Aversion || 1 to 1000 || How likely they are to try construction, smaller is more likely to try. || 5; 5; 5&lt;br /&gt;
|}&lt;br /&gt;
==== Invader death aversion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| One death || 1 to 1000 || How strongly one death in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Two deaths || 1 to 1000 || How strongly two deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Three deaths || 1 to 1000 || How strongly three deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Four deaths || 1 to 1000 || How strongly four deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Five deaths || 1 to 1000 || How strongly five deaths in a location will deter future activity there. || 5; 5; 5&lt;br /&gt;
|-&lt;br /&gt;
| Six deaths || 1 to 1000 || How strongly six deaths in a location will deter future activity there. || 6; 6; 6&lt;br /&gt;
|-&lt;br /&gt;
| Seven deaths || 1 to 1000 || How strongly seven deaths in a location will deter future activity there. || 8; 8; 8&lt;br /&gt;
|-&lt;br /&gt;
| Eight deaths || 1 to 1000 || How strongly eight deaths in a location will deter future activity there. || 10; 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| Nine deaths || 1 to 1000 || How strongly nine deaths in a location will deter future activity there. || 20; 20; 20&lt;br /&gt;
|-&lt;br /&gt;
| Ten or more deaths || 1 to 1000 || How strongly more than 9 deaths in a location will deter future activity there. || 100; 100; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy settings ==&lt;br /&gt;
&amp;lt;!-- Defaults last verified for 53.05 --&amp;gt;&lt;br /&gt;
The following options are available for economy settings:&lt;br /&gt;
=== Fortress rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Economy population triggers || 1 to 300 || Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 20/50/80/110/140; 20/50/80/110/140&lt;br /&gt;
|-&lt;br /&gt;
| Economy production triggers || 1 to 100,000,000 || Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting this trigger to 0 causes it to be met immediately. || 5,000/25,000/100,000/200,000/300,000; 25,000/125,000/500,000/1,000,000/1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| Economy trade triggers || 1 to 100,000,000 || Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting a trigger to 0 causes it to be met immediately. || 500/2,500/10,000/20,000/30,000; 2,500/12,500/50,000/100,000/150,000&lt;br /&gt;
|}&lt;br /&gt;
=== Land holder ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Land holder population triggers || 1 to 300 || Affects how [[Baron|barons]] and upwards are achieved. See [[Noble#Triggers|noble triggers]]. Values 4 through 10 are not used in the base game. || 20/20/20; 20/20/20&lt;br /&gt;
|-&lt;br /&gt;
| Land holder production triggers || 1 to 100,000,000 || Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. || 100,000/200,000/300,000; 500,000/1,000,000/1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| Land holder trade triggers || 1 to 100,000,000 || Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. || 10,000/20,000/30,000; 50,000/100,000/150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temples ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple || 1 to 100,000,000 || Affects how valuable a designated [[temple]] zone must be before it satisfies a petition to create it. || 2,000; 6,000&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple complex || 1 to 100,000,000 || Affects how valuable a designated temple zone must be before it satisfies a petition to upgrade it. || 10,000; 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition for a temple is made. || 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| High priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition to upgrade an existing temple is made. || 25; 25&lt;br /&gt;
|}&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Value of guildhall || 1 to 100,000,000 || Affects how valuable a designated [[guildhall]] zone must be before it satisfies a petition to create it. || 2,000; 6,000&lt;br /&gt;
|-&lt;br /&gt;
| Value of grand guildhall || 1 to 100,000,000 || Affects how valuable a designated guildhall zone must be before it satisfies a petition to upgrade it. || 10,000; 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition for a guildhall is made. || 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| Grand guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. || 25; 25&lt;br /&gt;
|}&lt;br /&gt;
=== Mandates and demands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Mandate period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new mandates. A higher value forces them to wait longer before mandating something.|| 1,000; 500&lt;br /&gt;
|-&lt;br /&gt;
| Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands. A higher value forces them to wait longer before making a demand.|| 500; 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress dig speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Citizen/resident dig speed (more = faster) || 1 to 10,000 || Affects how quickly player fortress creatures can dig natural walls and remove constructions.|| 100; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[ru:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=317865</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=317865"/>
		<updated>2026-07-10T00:30:33Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Enemy civilization triggers */ renamed section to match game text, added creatures, trade, and tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Creature token#DIFFICULTY|l1=the Difficulty creature token}}&lt;br /&gt;
'''Difficulty''' is the level of challenge presented by the game in [[Fortress Mode]], largely customizable by the player. These [[settings]] will affect whether your fortress can be attacked by outside forces, how frequent said attacks are, how big invading armies are, [[noble]] neediness, etc. You can modify these settings before and at any time after embarking, the tab will only appear in the settings screen when a [[fortress]] is loaded. Since they are specific to each save, they are stored as part of the save and are not editable outside the game.&lt;br /&gt;
&lt;br /&gt;
== Default settings ==&lt;br /&gt;
They are divided into two groups: enemies and economy; enemies can be disabled, both groups have normal and hard presets, and all of the individual settings can be adjusted in Custom settings. The values used in each preset can be seen by selecting the preset and then viewing them in Custom settings.&lt;br /&gt;
&lt;br /&gt;
'''Enemies''' has 3 options:&lt;br /&gt;
* '''Off''' will disable [[Ambush|ambushes]], [[Siege|sieges]], [[Megabeast|uninvited]] [[Forgotten beast|guests]], [[Werebeast|werebeasts]], and agitated wildlife attacks, but not [[intrigue]], [[HFS]], or misbehaving dwarves, so it is still recommended to train a military.&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' experience.&lt;br /&gt;
* '''Hard''' ensures a never-ending stream of [[Fun]], causing invaders to show up earlier, more often, and with more bodies to throw at the gates.&lt;br /&gt;
----&lt;br /&gt;
'''Economy''' has 2 options:&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' economy.&lt;br /&gt;
* '''Hard''' requires you to produce more wealth in order to receive higher-ranking nobles, requires [[Temple|temples]] and [[Guildhall|guildhalls]] to be more valuable before satisfying petitions, and causes [[Noble|nobles]] to make more [[Mandate|mandates]] and [[Demand|demands]].&lt;br /&gt;
&lt;br /&gt;
== Enemy settings ==&lt;br /&gt;
&amp;lt;!-- Last verified in 53.05 --&amp;gt;&lt;br /&gt;
If you wish, you can also fine-tune individual settings - maybe you only want megabeasts to assault your fortress, and would prefer the elves to leave well enough alone. The following options are available for enemy settings:&lt;br /&gt;
=== Individual enemy toggles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Civilizations can attack || Yes/No || Controls whether [[Ambush|ambushes]] and [[Siege|sieges]] can occur. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Megabeasts can attack || Yes/No || Controls whether [[Megabeast|megabeasts]] and [[Forgotten beast|forgotten beasts]] can attack. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Werebeasts can attack || Yes/No || Controls whether [[Werebeast|werebeasts]] can attack. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Curious wilderness creatures can come to cause trouble || Yes/No || Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. || No; Yes; Yes&lt;br /&gt;
|}&lt;br /&gt;
=== Enemy/merchant triggers ===&lt;br /&gt;
Used for creatures' {{token|ATTACK_TRIGGER|creature}} and civilizations [[Entity_token#PROGRESS_TRIGGER_POPULATION|trade and siege tokens]] (for sieges, all the default civilizations only use {{token|PROGRESS_TRIGGER_POP_SIEGE|entity}}, and it might be only the goblin/evil civilizations use that.)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Population triggers || 1 to 300 || Sets the population values for each level of {{token|PROGRESS_TRIGGER_POP_SIEGE|entity}}; hostile civilizations might begin sending sieges after a player fortress reaches this many population. || 0/0/0/0/0; 20/50/80/110/140; 15/30/40/55/70&lt;br /&gt;
|-&lt;br /&gt;
| Production triggers || 0 to 100,000,000 || Sets the created [[Status#Fortress_wealth|wealth]] values for each level of {{token|PROGRESS_TRIGGER_PROD_SIEGE|entity}}; hostile civilizations might begin sending sieges after a player fortress has created various stuff worth this much in total. || 0/0/0/0/0; 5,000/25,000/100,000/200,000/300,000; 2,500/12,500/50,000/100,000/150,000&lt;br /&gt;
|-&lt;br /&gt;
| Trade triggers || 0 to 100,000,000 || Sets the exported wealth values for each level of {{token|PROGRESS_TRIGGER_TRADE_SIEGE|entity}}; hostile civilizations might begin sending sieges after a player fortress has exported various stuff worth this much in total. || 0/0/0/0/0; 500/2,500/10,000/20,000/30,000; 250/1,250/5,000/10,000/15,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Megabeasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Megabeast attack period (seasons) || 0 to 100 || How many seasons must pass before a megabeast may attack your fortress.{{verify}} || 10; 10; 8&lt;br /&gt;
|}&lt;br /&gt;
=== Forgotten beasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast sensitivity || 1 to 100,000 || Performing nature-disrupting actions within the caverns will agitate forgotten beasts and may cause them to attack. [[Noise]] will also increase agitation. A smaller value will require less actions before the maximum attack chance is reached. || 10,000; 10,000; 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no forgotten beasts will attack. || 5,000; 5,000; 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast wealth divisor || 1 to 100,000 || Your current fortress wealth is divided by this number - the result is added to effective irritation to determine forgotten beast attacks. A smaller number will cause forgotten beasts to attack sooner. || 40; 40; 40&lt;br /&gt;
|}&lt;br /&gt;
=== Wilderness irritation ===&lt;br /&gt;
These only apply to fortresses with an embark area that includes [[savage]]ry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness sensitivity || 1 to 100,000 || Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will require less actions before the maximum attack chance is reached. || 10,000; 10,000; 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no agitated wildlife will spawn. || 2,000; 2,000; 0&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every year. A higher value will make them less irritated faster. || 500; 500; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast attack period (seasons) || 0 to 100 || How many seasons must pass before a werebeast may attack your fortress.{{verify}} || 10; 10; 8&lt;br /&gt;
|}&lt;br /&gt;
=== Vampires ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Vampire migrant fraction || 1 to 1,000 || Affects what percentage of new migrants will be [[Vampire|vampires]]. A value of 0 will disable vampiric migrants. (Only on '''Off''' difficulty) || 0; 100; 75&lt;br /&gt;
|}&lt;br /&gt;
=== Invasion caps ===&lt;br /&gt;
These were changed as part of the siege update.{{v|53.07}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Invasion creature cap (excluding mounts) || 0 to 5,000 || The maximum amount of enemies that can be thrown at you when a civilization sieges you, not counting mounts. || 0; 140; 140&lt;br /&gt;
|-&lt;br /&gt;
| Invasion difficulties || 0 to 30,000 || Strength of the consecutive sieging forces {{verify|equipment materials, creature types?}}, each siege after the third increasing in difficulty by the fourth value.{{verify}} Tracked per civilization per fortress{{cite forum|183066/8606428}}. || 0/0/0/0; 50/300/1000/500; 100/600/1500/750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids before first siege (per civ) || 0 to 500 || Affects how many [[Ambush|ambushes]] must be performed before a civilization can try a proper siege for the first time. || 0; 2; 2&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids between sieges (per civ) || 0 to 500 || Affects how many ambushes must be performed before a civilization can try a proper siege from the second time onwards. || 0; 3; 1&lt;br /&gt;
|-&lt;br /&gt;
| Siege frequency (percentage, otherwise raid) || 0 to 100 || Percentage chance to receive a siege instead of an ambush. || 0; 25; 50&lt;br /&gt;
|}&lt;br /&gt;
=== Cavern dwellers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller scale (increase per attack) || 0 to 100 || Every time cavern-dwellers attack your fortress, the maximum number of attackers increases by this number. || 0; 10; 20&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller maximum attackers || 0 to 500 || The maximum amount of enemies that can be thrown at you when cavern dwellers attack. || 0; 50; 75&lt;br /&gt;
|}&lt;br /&gt;
=== Tree quota ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count || 1 to 1000 || Affects the default amount of trees [[Elf|elven]] diplomats will request you limit your felling to. Your negotiator will still try and increase the tree limit. || 25; 25; 10&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count (untamed wilds) || 1 to 1000 || Affects the default amount of trees elven diplomats will request you limit your felling to if you've settled in a [[savage]] area instead. Your negotiator will still try and increase the tree limit. || 5; 5; 1&lt;br /&gt;
|}&lt;br /&gt;
=== Siege invaders ===&lt;br /&gt;
These were all added with the [[release information/53.01|siege update]].{{version|53.01}} The aversion values are multipliers for pathing cost; for instance, an aversion to deconstruction of 20 means they would just as soon deconstruct 5 tiles as dig 2 natural tiles (as walk 100 steps), because each of those has the same cost (5×20 = 2×50 = 1×100). The material is not used in this calculation, only whether the tile must be deconstructed or dug through.{{cite forum|183066/8606428}}&lt;br /&gt;
&lt;br /&gt;
==== Invader ability toggles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Break constructed walls || Yes/No || Reinforced walls take longer to break. Speed and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Dig natural walls || Yes/No || Trolls can now come with great picks. Delay, speed, and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Build floors and stairs || Yes/No || Speed and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Free creatures from cages || Yes/No || Is this only cage traps? Or does it include built cages and/or stockpiled cages? || No; Yes; Yes&lt;br /&gt;
|}&lt;br /&gt;
==== Invader deconstruction ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of deconstruction, smaller is slower, reinforced walls take even longer to break. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Aversion || 1 to 1000 || How likely they are to try deconstruction, smaller is more likely to try. || 20; 20; 20&lt;br /&gt;
|}&lt;br /&gt;
==== Invader digging ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of digging, smaller is slower. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Horizontal aversion || 1 to 1000 || How likely they are to try digging on the same z-level, smaller is more likely to try. || 50; 50; 50&lt;br /&gt;
|-&lt;br /&gt;
| Vertical aversion || 1 to 1000 || How likely they are to try digging to a different z-level, smaller is more likely to try. || 1,000; 1,000; 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Days to delay vertical digging || 1 to 10,000 || Is this before the first try, or before each try? Does it reset each siege? || 84; 84; 84&lt;br /&gt;
|}&lt;br /&gt;
==== Invader construction ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of construction, smaller is slower, reinforced walls take even longer to break. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Aversion || 1 to 1000 || How likely they are to try construction, smaller is more likely to try. || 5; 5; 5&lt;br /&gt;
|}&lt;br /&gt;
==== Invader death aversion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| One death || 1 to 1000 || How strongly one death in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Two deaths || 1 to 1000 || How strongly two deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Three deaths || 1 to 1000 || How strongly three deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Four deaths || 1 to 1000 || How strongly four deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Five deaths || 1 to 1000 || How strongly five deaths in a location will deter future activity there. || 5; 5; 5&lt;br /&gt;
|-&lt;br /&gt;
| Six deaths || 1 to 1000 || How strongly six deaths in a location will deter future activity there. || 6; 6; 6&lt;br /&gt;
|-&lt;br /&gt;
| Seven deaths || 1 to 1000 || How strongly seven deaths in a location will deter future activity there. || 8; 8; 8&lt;br /&gt;
|-&lt;br /&gt;
| Eight deaths || 1 to 1000 || How strongly eight deaths in a location will deter future activity there. || 10; 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| Nine deaths || 1 to 1000 || How strongly nine deaths in a location will deter future activity there. || 20; 20; 20&lt;br /&gt;
|-&lt;br /&gt;
| Ten or more deaths || 1 to 1000 || How strongly more than 9 deaths in a location will deter future activity there. || 100; 100; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy settings ==&lt;br /&gt;
&amp;lt;!-- Defaults last verified for 53.05 --&amp;gt;&lt;br /&gt;
The following options are available for economy settings:&lt;br /&gt;
=== Fortress rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Economy population triggers || 1 to 300 || Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 20/50/80/110/140; 20/50/80/110/140&lt;br /&gt;
|-&lt;br /&gt;
| Economy production triggers || 1 to 100,000,000 || Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting this trigger to 0 causes it to be met immediately. || 5,000/25,000/100,000/200,000/300,000; 25,000/125,000/500,000/1,000,000/1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| Economy trade triggers || 1 to 100,000,000 || Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting a trigger to 0 causes it to be met immediately. || 500/2,500/10,000/20,000/30,000; 2,500/12,500/50,000/100,000/150,000&lt;br /&gt;
|}&lt;br /&gt;
=== Land holder ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Land holder population triggers || 1 to 300 || Affects how [[Baron|barons]] and upwards are achieved. See [[Noble#Triggers|noble triggers]]. Values 4 through 10 are not used in the base game. || 20/20/20; 20/20/20&lt;br /&gt;
|-&lt;br /&gt;
| Land holder production triggers || 1 to 100,000,000 || Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. || 100,000/200,000/300,000; 500,000/1,000,000/1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| Land holder trade triggers || 1 to 100,000,000 || Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. || 10,000/20,000/30,000; 50,000/100,000/150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temples ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple || 1 to 100,000,000 || Affects how valuable a designated [[temple]] zone must be before it satisfies a petition to create it. || 2,000; 6,000&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple complex || 1 to 100,000,000 || Affects how valuable a designated temple zone must be before it satisfies a petition to upgrade it. || 10,000; 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition for a temple is made. || 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| High priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition to upgrade an existing temple is made. || 25; 25&lt;br /&gt;
|}&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Value of guildhall || 1 to 100,000,000 || Affects how valuable a designated [[guildhall]] zone must be before it satisfies a petition to create it. || 2,000; 6,000&lt;br /&gt;
|-&lt;br /&gt;
| Value of grand guildhall || 1 to 100,000,000 || Affects how valuable a designated guildhall zone must be before it satisfies a petition to upgrade it. || 10,000; 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition for a guildhall is made. || 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| Grand guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. || 25; 25&lt;br /&gt;
|}&lt;br /&gt;
=== Mandates and demands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Mandate period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new mandates. A higher value forces them to wait longer before mandating something.|| 1,000; 500&lt;br /&gt;
|-&lt;br /&gt;
| Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands. A higher value forces them to wait longer before making a demand.|| 500; 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress dig speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Citizen/resident dig speed (more = faster) || 1 to 10,000 || Affects how quickly player fortress creatures can dig natural walls and remove constructions.|| 100; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[ru:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=317854</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=317854"/>
		<updated>2026-07-09T07:19:44Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Gem cuts */ removed redundant word in every cell, removed old duplicate list, made plurality it's own section and added relative size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional|16:42, 13 January 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:gem_sprite_preview.png|right]]Small clusters of rough '''gems''' can be found almost anywhere while [[mining]]. After they have been mined they can be cut by a [[gem cutter]], and then a [[gem setter]] can use them to [[encrust]] [[furniture]], [[crafts]], and [[ammunition]]. Unlike [[Mining#Mineral_production_.28profit.21.29|mining stone or minerals]], there is a 100% chance to successfully mine gems.*&lt;br /&gt;
&lt;br /&gt;
: ''(* exception: see comment re [[Mining#Mineral_production_.28profit.21.29|Mining Ramps/Channels]])''&lt;br /&gt;
&lt;br /&gt;
'''Cut gems''' can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be found in-game, but cannot be made in fortress mode.  Stones, except the various types of [[clay]], can also be cut into gems.&lt;br /&gt;
&lt;br /&gt;
There are a total of 130 different kinds of gems, 127 excluding the three kinds of [[glass]]. Of these, 57 are ornamental, 58 semi-precious, 4 precious and 8 rare.&lt;br /&gt;
&lt;br /&gt;
A large variety of cut gems can be brought by and requested from the dwarven caravan. You cannot import rough gems with the exception of raw [[glass]], which human and dwarven caravans can bring. &lt;br /&gt;
&lt;br /&gt;
====Large gems and crafts====&lt;br /&gt;
Exactly 5% of all rough gems will be cut into a single [[Finished goods#Large gems|craft]] or '''large gem''' (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems). Note that these will ''replace'' a cut gem as the final product and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even several thousand in the case of valuable gems and good craftsdwarfship. A dwarf in the throes of a [[strange mood]] can take a single gem and cut it into a [[legendary artifact]] known as a &amp;quot;'''perfect gem'''&amp;quot; - this is simply a special name for an [[artifact]] large gem. &lt;br /&gt;
&lt;br /&gt;
You can also direct your dwarves to cut [[shell]], [[horn]] and [[teeth|ivory]] into a '''large gem''' which can be done at a [[craftsdwarf's workshop]]. Metal bars can also be made into large 'gems' at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
===Other sources===&lt;br /&gt;
====Glass====&lt;br /&gt;
If you have any bags of [[sand]] and a [[glass furnace]], you can manufacture [[Glass|raw glass]], which is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Sprite&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]||rough [[rock crystal]] + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.  Note that cut rock crystals can't be used to make crystal glass objects.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
* Note that rough [[rock crystal]] gems are ''required'' to make [[crystal glass]] goods. If you're going to have any sort of [[glass industry]], reserve your rough rock crystals for that purpose, rather than cutting them.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
[[Gizzard stone]]s are found as a by-product when butchering some animals, and can be used like cut gems. Only a few animal species give gizzard stones, but each member of such a species butchered will yield one, which can lead to a decent supply when you manage to set up an [[ostrich]] or [[elk bird]] farm.&lt;br /&gt;
&lt;br /&gt;
A killed [[amethyst man]] will, logically, drop a rough amethyst, but amethyst men are fairly rare.  Forgotten beasts made of gem will leave a [[corpse]], in some cases weighing thousands of [[Urist#Other_uses|Urist]]s, but the corpse cannot be cut into gems or used in any other way.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
[[File:gem_encrust_preview.png|right]]Gems have a base [[value]] of 6 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 20. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 20 times the gem type's value multiplier - see [[gem cutting]] and [[gem setting]]. Large gems have a base value of 10, and can also have a [[quality]] modifier which increases value.&lt;br /&gt;
&lt;br /&gt;
To give an example, a rough green zircon will be worth (6×20=) 120☼, a cut green zircon (20×20=) 400☼ and a masterwork large green zircon (10×20×2+30=) 430☼.&lt;br /&gt;
&lt;br /&gt;
Dwarves who have preferences for certain gems and colors will have a higher-value perception of the items and walls encrusted with, or painted in, them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the premium version of the game, you can also quickly identify low-value uncut gems from the higher-value counterparts by the way they appear in-game - lower-value gems are smaller and do not have as many spikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Gems.png|High value and low value gems]]&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head|class=wikitable}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[green glass]]|value=2|color={{Raw Tile|☼♦|2:0}} dark green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[clear glass]]|value=5|color={{Raw Tile|☼♦|3:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[crystal glass]]|value=10|color={{Raw Tile|☼♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[amber opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_amber_opal_sprite.png]] [[File:cut_amber_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[aventurine]]|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_aventurine_sprite.png]] [[File:cut_aventurine_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[banded agate]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_banded_agate_sprite.png]] [[File:cut_banded_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bloodstone]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} sea green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bloodstone_sprite.png]] [[File:cut_bloodstone_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[blue jade]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_jade_sprite.png]] [[File:cut_blue_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bone opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bone_opal_sprite.png]] [[File:cut_bone_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[brown jasper]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_jasper_sprite.png]] [[File:cut_brown_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[carnelian]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} rust&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_carnelian_sprite.png]] [[File:cut_carnelian_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[cherry opal]]|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cherry_opal_sprite.png]] [[File:cut_cherry_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysocolla]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysocolla_sprite.png]] [[File:cut_chrysocolla_sprite.png]]|fwhere=[[Malachite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysoprase]]|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoprase_sprite.png]] [[File:cut_chrysoprase_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[citrine]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_citrine_sprite.png]] [[File:cut_citrine_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[clear tourmaline]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_tourmaline_sprite.png]] [[File:cut_clear_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[dendritic agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_dendritic_agate__sprite.png]] [[File:cut_dendritic_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fire agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_agate_sprite.png]] [[File:cut_fire_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fortification agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cardinal&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fortification_agate_sprite.png]] [[File:cut_fortification_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gold opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_gold_opal_sprite.png]] [[File:cut_gold_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gray chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} gray&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_gray_chalcedony_sprite.png]] [[File:cut_gray_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[jasper opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_jasper_opal_sprite.png]] [[File:cut_jasper_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lace agate]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lace_agate_sprite.png]] [[File:cut_lace_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lapis lazuli]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lapis_lazuli_sprite.png]] [[File:cut_lapis_lazuli_sprite.png]]|fwhere=[[Igneous intrusive]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lavender jade]]|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} heliotrope&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_lavender_jade_sprite.png]] [[File:cut_lavender_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_opal_sprite.png]] [[File:cut_milk_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk quartz]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_quartz_sprite.png]] [[File:cut_milk_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moonstone]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_moonstone_sprite.png]] [[File:cut_moonstone_sprite.png]]|fwhere=[[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[morion]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morion_sprite.png]] [[File:cut_morion_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss agate]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_agate_sprite.png]] [[File:cut_moss_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} moss green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_opal_sprite.png]] [[File:cut_moss_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_opal_sprite.png]] [[File:cut_onyx_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_sprite.png]] [[File:cut_onyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[picture jasper]]|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_picture_jasper_sprite.png]] [[File:cut_picture_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pineapple opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pineapple_opal_sprite.png]] [[File:cut_pineapple_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pink jade]]|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_jade_sprite.png]] [[File:cut_pink_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pipe opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pipe_opal_sprite.png]] [[File:cut_pipe_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[plume agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_plume_agate_sprite.png]] [[File:cut_plume_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_opal_sprite.png]] [[File:cut_prase_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} spring green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_sprite.png]] [[File:cut_prase_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pyrite]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} silver&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pyrite_sprite.png]] [[File:cut_pyrite_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[resin opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_resin_opal_sprite.png]] [[File:cut_resin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rock crystal]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rock_crystal_sprite.png]] [[File:cut_rock_crystal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rose quartz]]|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rose_quartz_sprite.png]] [[File:cut_rose_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sardonyx]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sardonyx_sprite.png]] [[File:cut_sardonyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sard]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} mahogany&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sard_sprite.png]] [[File:cut_sard_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[schorl]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} taupe dark&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_schorl_sprite.png]] [[File:cut_schorl_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[shell opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_shell_opal_sprite.png]] [[File:cut_shell_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[smoky quartz]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} olive&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_smoky_quartz_sprite.png]] [[File:cut_smoky_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sunstone]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} pumpkin&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_sunstone_sprite.png]] [[File:cut_sunstone_sprite.png]]|fwhere=[[Basalt]], [[Gneiss]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tiger iron]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tiger_iron_sprite.png]] [[File:cut_tiger_iron_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tigereye]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tigereye_sprite.png]] [[File:cut_tigereye_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tube agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tube_agate_sprite.png]] [[File:cut_tube_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[turquoise]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_turquoise_sprite.png]] [[File:cut_turquoise_sprite.png]]|fwhere=[[Igneous extrusive]], [[Kaolinite]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[variscite]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_variscite_sprite.png]] [[File:cut_variscite_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wax opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wax_opal_sprite.png]] [[File:cut_wax_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_chalcedony_sprite.png]] [[File:cut_white_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white jade]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_jade_sprite.png]] [[File:cut_white_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wood opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} dark brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wood_opal_sprite.png]] [[File:cut_wood_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[yellow jasper]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_jasper_sprite.png]] [[File:cut_yellow_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[alexandrite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_alexandrite_sprite.png]] [[File:cut_alexandrite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[almandine]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_almandine_sprite.png]] [[File:cut_almandine_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[amethyst]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} amethyst&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_amethyst_sprite.png]] [[File:cut_amethyst_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[aquamarine]]|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} aquamarine&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_aquamarine_sprite.png]] [[File:cut_aquamarine_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[bandfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} pearl&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_bandfire_opal_sprite.png]] [[File:cut_bandfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black opal]]|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_opal_sprite.png]] [[File:cut_black_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black pyrope]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_pyrope_sprite.png]] [[File:cut_black_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black zircon]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_zircon_sprite.png]] [[File:cut_black_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[blue garnet]]|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_garnet_sprite.png]] [[File:cut_blue_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[brown zircon]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} light brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_zircon_sprite.png]] [[File:cut_brown_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cat's eye]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cats_eye_sprite.png]] [[File:cut_cats_eye_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[chrysoberyl]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} chartreuse&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoberyl_sprite.png]] [[File:cut_chrysoberyl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cinnamon grossular]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cinnamon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_cinnamon_grossular_sprite.png]] [[File:cut_cinnamon_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[claro opal]]|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_claro_opal_sprite.png]] [[File:cut_claro_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear garnet]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_garnet_sprite.png]] [[File:cut_clear_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear zircon]]|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_zircon_sprite.png]] [[File:cut_clear_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[crystal opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_crystal_opal_sprite.png]] [[File:cut_crystal_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[demantoid]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_demantoid_sprite.png]] [[File:cut_demantoid_sprite.png]]|fwhere=[[Chromite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[fire opal]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_opal_sprite.png]] [[File:cut_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[golden beryl]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_golden_beryl_sprite.png]] [[File:cut_golden_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[goshenite]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_goshenite_sprite.png]] [[File:cut_goshenite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green jade]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_jade_sprite.png]] [[File:cut_green_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green tourmaline]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_tourmaline_sprite.png]] [[File:cut_green_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green zircon]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_zircon_sprite.png]] [[File:cut_green_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[harlequin opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_harlequin_opal_sprite.png]] [[File:cut_harlequin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[heliodor]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_heliodor_sprite.png]] [[File:cut_heliodor_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[honey yellow beryl]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_honey_yellow_beryl_sprite.png]] [[File:cut_honey_yellow_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[indigo tourmaline]]|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} indigo&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_indigo_tourmaline_sprite.png]] [[File:cut_indigo_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[jelly opal]]|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_jelly_opal_sprite.png]] [[File:cut_jelly_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[kunzite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} fuchsia&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_kunzite_sprite.png]] [[File:cut_kunzite_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[levin opal]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_levin_opal_sprite.png]] [[File:cut_levin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_light_yellow_diamond_sprite.png]] [[File:cut_light_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[melanite]]|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_melanite_sprite.png]] [[File:cut_melanite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[morganite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} lilac&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morganite_sprite.png]] [[File:cut_morganite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[peridot]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_peridot_sprite.png]] [[File:cut_peridot_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pinfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pinfire_opal_sprite.png]] [[File:cut_pinfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink garnet]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_garnet_sprite.png]] [[File:cut_pink_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink tourmaline]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_tourmaline_sprite.png]] [[File:cut_pink_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[precious fire opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_precious_fire_opal_sprite.png]] [[File:cut_precious_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[purple spinel]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} purple&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_purple_spinel_sprite.png]] [[File:cut_purple_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red beryl]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_beryl_sprite.png]] [[File:cut_red_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red flash opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_flash_opal_sprite.png]] [[File:cut_red_flash_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red grossular]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red pyrope]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red spinel]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red tourmaline]]|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_tourmaline_sprite.png]] [[File:cut_red_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red zircon]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_zircon_sprite.png]] [[File:cut_red_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rhodolite]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} puce&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_rhodolite_sprite.png]] [[File:cut_rhodolite_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rubicelle]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rubicelle_sprite.png]] [[File:cut_rubicelle_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tanzanite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tanzanite_sprite.png]] [[File:cut_tanzanite_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topazolite]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topazolite_sprite.png]] [[File:cut_topazolite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topaz]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} goldenrod&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topaz_sprite.png]] [[File:cut_topaz_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tsavorite]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tsavorite_sprite.png]] [[File:cut_tsavorite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[violet spessartine]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_violet_spessartine_sprite.png]] [[File:cut_violet_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[white opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_opal_sprite.png]] [[File:cut_white_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow grossular]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_grossular_sprite.png]] [[File:cut_yellow_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow spessartine]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_spessartine_sprite.png]] [[File:cut_yellow_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow zircon]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_zircon_sprite.png]] [[File:cut_yellow_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[emerald]]|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} emerald&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_emerald_sprite.png]] [[File:cut_emerald_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_faint_yellow_diamond_sprite.png]] [[File:cut_faint_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[ruby]]|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[sapphire]]|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sapphire_sprite.png]] [[File:cut_sapphire_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_diamond_sprite.png]] [[File:cut_black_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_diamond_sprite.png]] [[File:cut_blue_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_diamond_sprite.png]] [[File:cut_clear_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_diamond_sprite.png]] [[File:cut_green_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_diamond_sprite.png]] [[File:cut_red_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star ruby]]|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_ruby_sprite.png]] [[File:cut_star_ruby_sprite.png]]|fwhere=[[Ruby]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star sapphire]]|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_sapphire_sprite.png]] [[File:cut_star_sapphire_sprite.png]]|fwhere=[[Sapphire]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_diamond_sprite.png]] [[File:cut_yellow_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
See [https://spreadsheets.google.com/spreadsheet/ccc?key=0Auy0R4dx5JF6dEdwQ3B5WkdCeUp0SjZYSl9vc3lteFE&amp;amp;hl=en_US#gid=0 here] or [https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&amp;amp;hl=en_US here] for a sortable, print-friendly spreadsheet with all gems and their values.&lt;br /&gt;
&lt;br /&gt;
See [[Gem/Textlist|here]] for a text list of rough gems sorted alphabetically by variety.&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[Fire|ignite]] if they come into contact with [[magma]], and can burn for the better part of a year before finally [[wear]]ing away.&lt;br /&gt;
&lt;br /&gt;
== Gem cuts ==&lt;br /&gt;
Finished gems have a particular cut, which doesn't affect the gem's value, only being an aesthetic feature. There are a total of 22 types of gem cuts in the game, and a gem may appear to have multiple cuts, such as a &amp;quot;square brilliant&amp;quot; or &amp;quot;tapered baguette&amp;quot; cut, but these combinations are actually distinct cuts (judging by the game's raws). &amp;quot;Cabochon&amp;quot; gem cuts are polished smooth instead of faceted. [[Gizzard stone]]s do not have cuts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graphic !! Cut !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:baguette_cut_sprite.png|center]] || Baguette || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:radiant_cut_sprite.png|center]] || Radiant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:briolette_cut_sprite.png|center]] || Briolette || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:rectangular_cabochon_cut_sprite.png|center]] || Rectangular cabochon&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cushion_cabochon_cut_sprite.png|center]] || Cushion cabochon || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:rose_cut_sprite.png|center]] || Rose&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cushion_cut_sprite.png|center]] || Cushion || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:round_brilliant_cut_sprite.png|center]] || Round brilliant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:emerald_cut_sprite.png|center]] || Emerald || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:round_cabochon_cut_sprite.png|center]] || Round cabochon&lt;br /&gt;
|-&lt;br /&gt;
| [[File:marquise_cut_sprite.png|center]] || Marquise || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:single_cut_sprite.png|center]] || Single&lt;br /&gt;
|-&lt;br /&gt;
| [[File:octagon_cut_sprite.png|center]] || Octagon || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:square_brilliant_cut_sprite.png|center]] || Square brilliant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:oval_cabochon_cut_sprite.png|center]] || Oval cabochon || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:square_cut_sprite.png|center]] || Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:oval_cut_sprite.png|center]] || Oval || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:table_cut_sprite.png|center]] || Table&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pear_cut_sprite.png|center]] || Pear || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:tapered_baguette_cut_sprite.png|center]] || Tapered baguette&lt;br /&gt;
|-&lt;br /&gt;
| [[File:point_cut_sprite.png|center]] || Point || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:tapered_cut_sprite.png|center]] || Trillion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size and plurality ==&lt;br /&gt;
The [[size]] of a single &amp;quot;small gems&amp;quot; item is 4× larger than a single &amp;quot;large gem&amp;quot;, additionally, the game refers to large gems (the finished good) as a singular item of their material, such as &amp;quot;large single cut clear zircon&amp;quot; or &amp;quot;large cushion moonstone cabochon&amp;quot;; while small gems are referred to as a plural item of their material, such as &amp;quot;round brilliant cut peridots&amp;quot; or &amp;quot;cushion green diamond cabochons&amp;quot;. This indicates that a single &amp;quot;small gems&amp;quot; item is actually a group of gems all with the same cut (the item does not have a [[Reaction#PRODUCT_DIMENSION|dimension]], though).&lt;br /&gt;
&lt;br /&gt;
== Rare gems ==&lt;br /&gt;
[[Faint yellow diamond]]s only appear in [[kimberlite]] (which, itself, only appears in [[gabbro]] layers) and [[sapphire]]s and [[ruby|rubies]] only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds, and in the gem-encrusted walls on the bottom-most cavern layer. [[Star sapphire]]s and [[Star ruby|star rubies]] only occur within clusters of other sapphires or rubies, respectively.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
All precious and rare gems may also be found in [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance to scratches), so that they have economic value in and of themselves.&lt;br /&gt;
                                                                                    &lt;br /&gt;
Most gems are made of the same basic minerals found in common rocks; but their atoms are arranged into ordered patterns, called '''crystals''', with drastic consequences to their appearance and material properties.  For example, the same mineral quartz that looks so unremarkable in [[quartzite]] may form the strikingly geometric, beautifully translucent [[Rock crystal|rock crystals]], if it has the space to grow up slowly – in a crack or cavity within [[granite|granite rock]], for example.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kwarcyt osadowy 1.jpg|Quartzite, an unremarkable stone.&lt;br /&gt;
File:QuartzVug.jpg|Rock crystal growing inside a rock cavity. These are made of the same basic stuff as quartzite, only better arranged.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each particular crystal has a stable angle between its faces, depending on the underlying atomic structure; quartz is hexagonal, while [[rock salt]] is cubic.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Close packing.svg|Hexagonal (left) and cubic (right) patterns of ordered mineral growth.&lt;br /&gt;
File:Rough rock crystals.JPG|Rough rock crystals (quartz).&lt;br /&gt;
File:Quartztaille.jpg|A large rock crystal, cut in an emerald-cut shape. Expert [[Gem cutter|gem cutters]] will work with the natural planes of the crystal's structure, making them shiny and reflective.&lt;br /&gt;
File:Salt crystals, Kuyalnik.JPG|Cubic [[rock salt]] crystals (click to embiggen).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more drastic (and famous) example is carbon.  The organic content of sedimentary rocks like [[bituminous coal]] may be pressured and heated into honeycomb [[Layer|layers]], forming the [[metamorphic]] stone [[graphite]] (which we use in pencils, and dwarves use for long-lasting fires).  That very same carbon may be shaped, with more pressure and less heat (when, for example, stricken by a meteorite), into the nested cubes known as [[Diamond|diamonds]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Coal bituminous.jpg|[[Bituminous coal]], aka dead swamp stuff. Mostly carbon.&lt;br /&gt;
File:Diamond and graphite without structures.jpg|[[Diamond|Rough diamonds]] and [[graphite]], also carbon.&lt;br /&gt;
File:Graphit gitter.png|Internal structure of graphite; honeycomb patterns layered in sheets.&lt;br /&gt;
File:Diamond cubic animation.gif|Complex cubic internal structure of diamonds.&lt;br /&gt;
File:Brillanten.jpg|[[Gem cutting|Round brilliant cut]] diamonds.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some non-mineral materials that have been sometimes considered &amp;quot;gems&amp;quot; include organic products like [[amber]], [[coral]], and [[pearl]]; and rocks (bundles of multiple minerals) like [[jet]], [[green jade|jade]] and [[lapis lazuli]].  Of these, pearl only exists in DF as a placeholder, coral and amber in the most rudimentary of forms; but not as gemstones.  Jet counts as a [[stone|regular stone]] in DF, while jade (in various colors) and lapis lazuli are gemstones.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kadôl&lt;br /&gt;
| elvish  = eruwa&lt;br /&gt;
| goblin  = straza&lt;br /&gt;
| human   = ves&lt;br /&gt;
}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Gems|0}}&lt;br /&gt;
[[ru:Gem]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Building_destroyer&amp;diff=317517</id>
		<title>Talk:Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Building_destroyer&amp;diff=317517"/>
		<updated>2026-07-04T09:25:01Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: please sign talk posts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated article: Building Destroyers can destroy bridges. Screenshot available but uploading a jpeg is considered a &amp;quot;harmful action&amp;quot;. Uploaded it to my steam profile. https://steamcommunity.com/sharedfiles/filedetails/?id=3757310242 &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:CaptainTofu|CaptainTofu]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=317516</id>
		<title>Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=317516"/>
		<updated>2026-07-04T09:20:38Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Catbox}}&lt;br /&gt;
'''Building destroyers''' are creatures with the {{token|BUILDINGDESTROYER|c}} token and will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. Uncompleted [[construction]]s are [[Construction#Destruction|vulnerable]], but completed ones are not. They come in two varieties, the first being annoying, and the second dangerous.  Most buildings will be &amp;quot;toppled&amp;quot; (deconstructed), leaving the building material or furniture unbuilt but otherwise unharmed, however [[door]]s, [[hatch cover]]s, and [[floodgate]]s will be damaged until destroyed, not deconstructed.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exception of forgotten beasts and (semi-)megabeasts. Plan your [[defense guide|defenses]] accordingly.  Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.&lt;br /&gt;
&lt;br /&gt;
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the building.  [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.&lt;br /&gt;
&lt;br /&gt;
Building destroyers will destroy nearly '''all''' types of buildings they can reach, whether or not they block their path - [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical/horizontal [[bars]], floor/wall [[grate]]s, [[statue]]s, [[workshop]]s, and even furniture are vulnerable.{{verify|Are all buildings are still targeted in current ver?}} The only buildings that will be spared by a building destroyer are [[well]]s, [[road]]s, [[trap]]s (including [[lever]]s and track stops), [[animal trap]]s, [[chain]]s, [[cage]]s, [[stockpile]]s, [[Trap#Upright Spear/Spike|upright weapon]]s, and any buildings submerged in 4/7 or deeper [[Water#Depth|liquid]] (even if they're innate swimmers). They can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, though locked hatches and closed grates are safe as long as no alternative paths exist. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars. They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed. Note that building destroyers can destroy raised [[bridge]]s but tend to prioritize choosing an unblocked path, even if it includes building constructions.&lt;br /&gt;
&lt;br /&gt;
==Destroying from underneath==&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy buildings unless they can path to the building on the z-level of the building. This means that building destroyers '''cannot''' destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!) or a magma forge from the magma underneath it '''unless''' a clear alternate path to the building exists. If such a path exists, they do not have to follow it; they can destroy the building from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.&lt;br /&gt;
&lt;br /&gt;
Consider the following diagrams, as viewed from the side:&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝ [#0FF]┼&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer cannot pass through the cyan door while it is forbidden, but the instant the door becomes unforbidden, the building destroyer will destroy the door-- from the tile on which it stands.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝[#0FF]¢&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the cyan hatch cannot be destroyed while it is forbidden, but when it is unforbidden, the {{Raw Tile|B|#F00|#000}}uilding destroyer will destroy it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝  [#0FF]┼&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will stand on the ramp and destroy the door (or any other furniture), regardless of whether the door is forbidden.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔═══╗&lt;br /&gt;
═╝ [#0FF]┼ ╚&lt;br /&gt;
 [#F00]B▲║▲&lt;br /&gt;
═══╩══&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will be unable to pass the door if it's forbidden; should it become unforbidden, the building destroyer will ignore the door (probably passing through in order to target a different piece of furniture).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔══════&lt;br /&gt;
═╝ [#0FF]┼  &amp;gt;&lt;br /&gt;
[#F00]B&amp;gt;▲╔═╗X╔&lt;br /&gt;
╗X═╩═╝X║&lt;br /&gt;
║&amp;lt;    &amp;lt;║&lt;br /&gt;
╚══════╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer has path to a square from which it can destroy the cyan door; thus, '''it can destroy the door, even if forbidden, from the tile directly in front of it.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This was tested with trolls in an entrance-way accessed by both lever-controlled floodgates and a manually locked door. Ramps led up to the floodgates and the door. When both were closed, the trolls showed no interest. When the door was unlocked, a troll began to destroy it. When the door was locked again, the troll went away. When the floodgates were opened, a troll returned and destroyed the locked door from the ramp outside, while the open floodgates were also apparently being destroyed from the ramps by other trolls. This may be related to the bug in which dwarves appear to be building diagonally as long as they can access the spot orthogonally. It is unknown whether this applies to an open path extending through the full length of a fortress, rather than just a few steps away through open floodgates.&lt;br /&gt;
&lt;br /&gt;
==Annoying Variety: level 1==&lt;br /&gt;
When the value is '''1''', the creature will go after [[statue]]s, [[window]]s (glass or gem), [[archery target]]s, [[slab]]s, wooden [[door]]s, and wooden [[hatch]]es. They can't destroy homes during world gen as (semi)megabeasts.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:1] creatures:'''&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant cave spider]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Giant cave toad]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Dangerous&amp;lt;/s&amp;gt; Fun Variety: level 2==&lt;br /&gt;
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. &lt;br /&gt;
&lt;br /&gt;
The simplest way to keep building destroyer 2's from targets is with walls or channels.  A [[bridge|drawbridge]] will act like a constructed wall ''(if up)'' or floor ''(if down)'', blocking building destroyer 2's without that danger of being destroyed.&lt;br /&gt;
&lt;br /&gt;
Tame animals still carry their building destroyer tokens, and have been observed to occasionally topple a statue.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:2] creatures:'''&lt;br /&gt;
*[[Amethyst man]]&lt;br /&gt;
*[[Blind cave ogre]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Cave dragon]]&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Fire man]]&lt;br /&gt;
*[[Gabbro man]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Iron man]]&lt;br /&gt;
*[[Magma man]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mud man]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Yeti]]&lt;br /&gt;
*All [[forgotten beast]]s, [[titan]]s, and [[demon|HFS creatures]]&lt;br /&gt;
*All [[Experiment]]s&lt;br /&gt;
*[[Werebeast]]s (in werebeast form only)&lt;br /&gt;
&lt;br /&gt;
Level 2 building destroyers can destroy chairs, beds, tables, coffins, non-empty farm plots, furnaces, trade depots, shops, doors, floodgates, chests, weapon racks, armor stands, workshops, cabinets, statues, glass windows, gem windows, siege engines, archery targets, your embark wagon, screw pumps, unfinished constructions, floor hatches, wall/floor grates, wall/floor bars, gear assemblies, horizontal/vertical axles, water wheels, and windmills.&lt;br /&gt;
&lt;br /&gt;
See the [[Modding guide]] for more information on creature tokens.&lt;br /&gt;
&lt;br /&gt;
==Capture==&lt;br /&gt;
&lt;br /&gt;
Considering a good part of the building destroyers are useful to capture, and that most of them are not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.&lt;br /&gt;
&lt;br /&gt;
See [[Trap design]] for more information on this subject. &lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
All [[undead]] building destroyers are level 1 (except if they are undead versions of level 2 destroyers), and they also gain the ability to destroy wooden [[support]]s, which generally ends poorly for the creature.&lt;br /&gt;
&lt;br /&gt;
Due to the way undeath is classified, &amp;quot;non-living&amp;quot; creatures such as [[magma man|magma men]], [[bronze colossus]]es, and inorganic [[forgotten beast]]s/[[titan]]s are also considered to be undead.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Building destroyers can, and will, destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}}  In fact, they cannot destroy immediately adjacent buildings, and they can become stuck if they start destroying the building while adjacent. This can be a result of a fight, for instance when a Forgotten Beast kills the last defender while standing in such a spot, then it won't move to a better suiting position and will stand idling, unless killed or distracted.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Building destroyer]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Settings&amp;diff=317419</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Settings&amp;diff=317419"/>
		<updated>2026-07-03T04:10:24Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Portable mode */ added effect of changing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
Settings for ''Dwarf Fortress'' can be accessed with a button on the main menu, which can be accessed in-game with {{Menu icon|Esc}}. They are divided into six groups; Video, Audio, Game, Keybindings, Announcements, and Difficulty. They are stored in several different files, including [[init.txt]], [[d_init.txt]], and [[interface.txt]], with current values in the &amp;lt;code&amp;gt;prefs\&amp;lt;/code&amp;gt; folder and default values in the &amp;lt;code&amp;gt;data\init\&amp;lt;/code&amp;gt; folder. The default files in &amp;lt;code&amp;gt;data\init\&amp;lt;/code&amp;gt; include explanations of each setting, including possible values. The files in both &amp;lt;code&amp;gt;data\init\&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;prefs\&amp;lt;/code&amp;gt; are read when ''Dwarf Fortress'' starts, in that order, with the last value read for each option being used. The location of the &amp;lt;code&amp;gt;prefs\&amp;lt;/code&amp;gt; folder depends on various factors, see [[Game folders and files]]. Not all of the settings can be changed in game, including [[colors.txt]], [[arena.txt]], and some keybindings.&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
These settings change how the game looks and are all stored in &amp;lt;code&amp;gt;prefs\init.txt&amp;lt;/code&amp;gt; and defaults in &amp;lt;code&amp;gt;data\init\init_default.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
* '''Windowed or Fullscreen''' - the highlighted button is the active one and they correspond with [WINDOWED:YES] or [WINDOWED:NO] in the files. [WINDOWED:PROMPT] can be set in the files to make the game ask when starting up, in which case neither button will be highlighted.&lt;br /&gt;
* '''Resolution''' - the screen mode the game uses when in fullscreen mode, 'Detect' corresponds with [FULLSCREENX:0] and [FULLSCREENY:0] in the files.&lt;br /&gt;
* '''Scale interface''' - whether to scale the font used to draw interface elements such as the menus and minimap to a specific number of character cells, [INTERFACE_SCALING_TO_DESIRED_GRID:YES] in the files.&lt;br /&gt;
* '''Desired grid width and height''' - how much to scale the interface, in how many character cells wide and tall the interface should be. [INTERFACE_SCALING_DESIRED_GRID_WIDTH:170] and [INTERFACE_SCALING_DESIRED_GRID_HEIGHT:64] in the files. No effect if [INTERFACE_SCALING_TO_DESIRED_GRID:NO] is used.&lt;br /&gt;
* '''Interface scale percentage''' - percentage to scale the interface character cell size up when not scaling to specified grid counts, not every value makes a difference since the interface won't display a partial character at the edges. [INTERFACE_SCALING_PERCENTAGE:100] in the files, no effect if [INTERFACE_SCALING_TO_DESIRED_GRID:YES] is used.&lt;br /&gt;
* '''Initial window size''' - when not fullscreen, [WINDOWEDX:1200] and [WINDOWEDY:800] in the files.&lt;br /&gt;
* '''Window resizable''' - when not fullscreen, [RESIZABLE:YES] in the files.&lt;br /&gt;
* '''Maximum interface width''' - what percentage of the display the overlay interface elements can occupy, useful for extra wide displays to make notifications more visible. [MAXIMUM_INTERFACE_PERCENTAGE:100] in the files. The game will still use the entire window/screen and the minimap and elevation bar will stay at the edge.&lt;br /&gt;
* '''Graphical FPS cap''' - how many frames to cap the graphical display rate at. [G_FPS_CAP:50] in the files.&lt;br /&gt;
* '''Classic ASCII''' - [USE_CLASSIC_ASCII:NO] in the files.&lt;br /&gt;
* '''Scaling mode''' - NEAREST, nearest-neighbor, distorts shapes at some zoom levels; LANCZOS, less distortion but fuzzier at some zoom levels; AUTO, the default, will try to select whichever one is more appropriate depending on the zoom level. [TEXTURE_PARAM:AUTO] in the files.&lt;br /&gt;
&lt;br /&gt;
As the interface gets narrower, some elements will be removed from the [[status]] bar when there's not enough room for all of them; some menus may also display elements under other elements or outside their window.&lt;br /&gt;
&lt;br /&gt;
There are a few other file settings that can affect the display, see [[Technical_tricks#Settings_-_init.txt|technical tricks]].&lt;br /&gt;
&lt;br /&gt;
== Audio ==&lt;br /&gt;
These settings change how the game plays sounds and are all stored in &amp;lt;code&amp;gt;prefs\init.txt&amp;lt;/code&amp;gt; with defaults in &amp;lt;code&amp;gt;data\init\init_default.txt&amp;lt;/code&amp;gt;. All volumes can be from 0 to 255 in the game files, with 255 being 100%.&lt;br /&gt;
* '''Master Volume''' - [MASTER_VOLUME:255] in the files.&lt;br /&gt;
* '''Music Volume (Fortress)''' - [MUSIC_VOLUME:255] in the files.&lt;br /&gt;
* '''Ambience Volume (Fortress)''' - [AMBIENCE_VOLUME:230] in the files.&lt;br /&gt;
* '''Sound Effects Volume (Fortress)''' - [SFX_VOLUME:204] in the files.&lt;br /&gt;
* '''Average Seconds Between Tracks/Interludes (Fortress)''' - [AVERAGE_TIME_BETWEEN_SONGS:240] in the files. The default of 240 gives a range of 180 to 300 seconds, which is 3 to 5 minutes.  Can be anywhere from 10 to 600.&lt;br /&gt;
* '''Music Volume (Adventure)'''{{v|51.01}} - [MUSIC_VOLUME_ADV:217] in the files.&lt;br /&gt;
* '''Ambience Volume (Adventure)'''{{v|51.01}} - [AMBIENCE_VOLUME_ADV:240] in the files.&lt;br /&gt;
* '''Sound Effects Volume (Adventure)'''{{v|51.01}} - [SFX_VOLUME_ADV:230] in the files.&lt;br /&gt;
&lt;br /&gt;
The classic version of the game available on the website only includes the original songs, so most of these will have no effect without the [[premium version]] or mods.&lt;br /&gt;
&lt;br /&gt;
All sound can be disabled completely with [SOUND:NO] in the files. If so, the rest of these settings will be replaced by text explaining that sound is disabled and how to enable it.&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
These settings change how the game plays and most are stored in &amp;lt;code&amp;gt;prefs\d_init.txt&amp;lt;/code&amp;gt; with defaults in &amp;lt;code&amp;gt;data\init\d_init_default.txt&amp;lt;/code&amp;gt;, but some are in &amp;lt;code&amp;gt;prefs\init.txt&amp;lt;/code&amp;gt; with defaults in &amp;lt;code&amp;gt;data\init\init_default.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Display all errors ===&lt;br /&gt;
* '''Display all errorlogs on screen'''{{v|53.15}} - when set to yes, all errors will be shown on screen. [DISPLAY_ALL_ERRORLOGS:NO] in init.txt, YES or NO.&lt;br /&gt;
&lt;br /&gt;
=== Portable mode ===&lt;br /&gt;
* '''Portable mode'''{{v|52.01}} - when set to NO, the game stores mods, preferences, and saves in a folder specific to the user, (see [[game folders and files]] for details) when set to YES, it stores them in the game folder. Changing this only changes where the files will be written the next time, it does not immediately move them, or change anything else about them. Changing this to YES creates the empty file &amp;lt;code&amp;gt;prefs\portable.txt&amp;lt;/code&amp;gt;, changing back to NO removes it; manually creating or removing the file changes the setting.&lt;br /&gt;
&lt;br /&gt;
=== Autosaves ===&lt;br /&gt;
{{for/see|more information about autosaves|[[Saved_game_folder#Save_folder_format|Saved game folder]]}}&lt;br /&gt;
* '''Autosave frequency''' - when to autosave, [AUTOSAVE:SEMIANNUAL] in d_init.txt, NONE, SEASONAL, SEMIANNUALLY, or YEARLY.&lt;br /&gt;
* '''Autosave at embark''' - [INITIAL_SAVE:NO] in d_init.txt, YES or NO. Additionally to initial saving the game: If set to YES (and the game is paused in the beginning) then the game is paused (and saved) before a dwarf gets assigned to fishing duty (if water to fish in is available), otherwise (meaning this option is set to NO), if there is water, a dwarf is assigned to fishing duty (even if the game is paused in the beginning).&lt;br /&gt;
&lt;br /&gt;
=== Pausing ===&lt;br /&gt;
* '''Pause after autosave''' - [AUTOSAVE_PAUSE:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Pause after loading''' - [PAUSE_ON_LOAD:YES] in d_init.txt, YES or NO.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
* '''Always confirm embark''' - asks for confirmation of the embark location even if there are no warnings such as for [[aquifer]]s, dangerous [[surroundings]], etc, [EMBARK_WARNING_ALWAYS:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Confirm preparations''' - [POST_PREPARE_EMBARK_CONFIRMATION:IF_POINTS_REMAIN] in d_init.txt, ALWAYS, IF_POINTS_REMAIN, or NO.&lt;br /&gt;
* '''Show tunnels when embarking''' - for dwarven [[tunnel]]s, shown as a black dashed line or grey double line with classic ASCII, [SHOW_EMBARK_TUNNEL:FINDER] in d_init.txt, FINDER, ALWAYS, or NO.{{verify|is there a difference between ALWAYS and FINDER now?}} More restrictive world generation settings will override these.&lt;br /&gt;
* '''Default embark width and height''' - also determines what is considered a normal embark size and will only warn when the actual embark is larger than this many (width × height) tiles, [EMBARK_RECTANGLE:4:4] in d_init.txt, 2 to 16. See Maximum embark dimension below. (This option is actually listed after the feature toggles on the tab in game.)&lt;br /&gt;
* '''Maximum embark dimension''' - maximum width or height for an embark, larger sizes may be buggy and need much more memory, [MAXIMUM_EMBARK_DIM:6] in d_init.txt, 6 to 16. (This option is actually listed in game near the bottom of the tab, before the dye and scroll options.)&lt;br /&gt;
&lt;br /&gt;
=== Feature toggles ===&lt;br /&gt;
* '''Enable temperature''' - If temperature calculations are off, only a few direct temperature changes will take place. For example, magma will set tiles and creatures to high temperatures, but those tiles will never cool and those creatures will not catch fire. Effects that rely on temperature calculations, such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage, will not occur. May affect FPS in unusual circumstances, [TEMPERATURE:YES] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Enable weather''' - toggles rain and snow, rarely affects FPS, [WEATHER:YES] in d_init.txt, YES or NO.{{verify|does this affect wind or evil weather?}}&lt;br /&gt;
* '''Enable caveins''' - toggles [[cave-ins]], [CAVEINS:YES] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Enable artifact moods''' - toggles [[strange mood]]s and the resulting [[artifact]]s, [ARTIFACTS:YES] in d_init.txt, YES or NO.{{verify|does this affect world gen artifacts?}}&lt;br /&gt;
* '''Enable testing arena''' - [TESTING_ARENA:YES] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Walking spreads spatter (fort mode)''' - toggle the spread of blood spatter and other [[contaminant]]s by creatures on ground tiles in fortress mode. As spatter can infinitely spread, it is recommended to leave this as &amp;quot;NO&amp;quot;. [WALKING_SPREADS_SPATTER_DWF:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Walking spreads spatter (adv mode)'''{{v|51.01}} - toggle the spread of blood spatter and other [[contaminant]]s by creatures on ground tiles in adventure mode. As spatter can help with tracking creatures, it is recommended to leave this as &amp;quot;YES&amp;quot;. [WALKING_SPREADS_SPATTER_ADV:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Enable keyboard cursor''' - allows for using the keyboard controls for some designations, [KEYBOARD_CURSOR:NO] in d_init.txt, YES or NO. Arrow keys {{k|↑←↓→}} move one tile, {{k|WASD}} 10 tiles, and {{k|Shift|WASD|sep=+}} 20 tiles; also see [[Settings#Keyboard_scroll_amounts|Keyboard scroll amounts]] section below.&lt;br /&gt;
* '''Log world rejects''' - logs the reasons worlds were rejected in ``[[map_rejection_log.txt]]``, useful in [[advanced world generation]] and [[modding]], [LOG_MAP_REJECTS:NO] in d_init.txt, YES or NO. ''Dwarf Fortress'' will keep adding to the file, so you may want to trim or delete it occasionally.&lt;br /&gt;
* '''Multithreading''' - limited experimental multithreading, [MULTITHREADING:NO] in d_init.txt.&lt;br /&gt;
* '''Classic varied ground tiles'''{{v|51.05}} - if changed to NO, ground tiles will be displayed only with periods in ASCII mode, [CLASSIC_VARIED_GROUND_TILES:YES] in d_init.txt. (This option is actually listed in game near the bottom of the tab, before the scroll options.)&lt;br /&gt;
* '''Show rectangle dimensions'''{{v|51.06}} - if changed to NO, hides the size display when drawing selection rectangles, [SHOW_RECTANGLE_DIMENSIONS:YES] in d_init.txt. (This option is actually listed in game near the bottom of the tab, before the scroll options.)&lt;br /&gt;
&lt;br /&gt;
=== Pathing costs ===&lt;br /&gt;
* '''Path costs''' - extreme changes to these may cause more lag, [PATH_COST:1:2:5:25] in d_init.txt, 1 to 1000.&lt;br /&gt;
* '''Storage path cost decreases''' - controls how aggressively dwarves place objects in a container with like items (rather than an empty container). The default combine options are very aggressive. All in d_init.txt, 2 to 1000.&lt;br /&gt;
** [STORE_DIST_ITEM_DECREASE:20] - for each object found in a container, one tile is removed from its apparent distance to the dwarf, up to this cap&lt;br /&gt;
** [STORE_DIST_SEED_COMBINE:1000] - a bag with seeds already in it will appear this many tiles closer&lt;br /&gt;
** [STORE_DIST_BUCKET_COMBINE:1000] - a bucket with the same liquid already in it will appear this many tiles closer&lt;br /&gt;
** [STORE_DIST_BARREL_COMBINE:1000] - a barrel with the same item type already in it will appear this many tiles closer&lt;br /&gt;
** [STORE_DIST_BIN_COMBINE:1000] - a bin with the same item type already in it will appear this many tiles closer&lt;br /&gt;
&lt;br /&gt;
=== Population and seed capacities ===&lt;br /&gt;
* '''Population caps''' - can be changed at will to limit migration, strict also prevents births, [POPULATION_CAP:200] and [STRICT_POPULATION_CAP:220] in d_init.txt, 0 to 5000. Certain game features are triggered by population number, see [[difficulty]]. Some of those features may also cause the actual population to slightly go over these.&lt;br /&gt;
* '''Children limits''' - how many and what percentage of total there can be at a time, [BABY_CHILD_CAP:100:1000] in d_init.txt, 0 to 1000. Only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow new pregnancies in the fortress.&lt;br /&gt;
* '''Visitor cap''' - This does not include merchants, diplomats, animals or invaders, but only those dropping by for a temporary visit to a tavern, library or temple, or those seeking permanent employment. Once you accept a petition from a visitor to stay at your fort, they no longer count against the cap, even if they never become a full citizen. [VISITOR_CAP:100] in d_init.txt, 0 to 5000.&lt;br /&gt;
* '''Dead units cull''' - During a season changeover, the game checks if there's a certain number of units in play. If it is above this amount, it removes all the unimportant dead units who died at least two years ago. [CULL_DEAD_UNITS_AT:1000] in d_init.txt, 100 to 5000.&lt;br /&gt;
* '''Seed caps''' - per type and total, when over the total cap, seeds will be periodically removed, starting with the oldest and most worthless. [SPECIFIC_SEED_CAP:200] 0 to 10000 and [FORTRESS_SEED_CAP:3000] 0 to 30000 in d_init.txt.&lt;br /&gt;
&lt;br /&gt;
=== Information display ===&lt;br /&gt;
* '''Engraving display''' - [ENGRAVINGS_START_OBSCURED:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Improvement quality display''' - [SHOW_IMP_QUALITY:YES] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Numeric liquid levels''' - can be toggled in game either with a button next to the minimap or a keybind {{menu icon|f}}, [SHOW_FLOW_AMOUNTS:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Ramp arrows''' - can be toggled in game either with a button next to the minimap or a keybind {{menu icon|r}}, [SHOW_RAMP_ARROWS:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Elevation layers display''' - [NUMBER_OF_LOWER_ELEVATIONS_SHOWN:8] in d_init.txt, 0 to 8.&lt;br /&gt;
* '''Engraving historical events''' - [SHOW_ALL_HISTORY_IN_DWARF_MODE:YES] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Nickname display''' - [NICKNAME_DWARF:REPLACE_FIRST], [NICKNAME_ADVENTURE:REPLACE_FIRST], [NICKNAME_LEGENDS:REPLACE_FIRST] in d_init.txt, REPLACE_FIRST, CENTRALIZE (between first and last), or REPLACE_ALL.&lt;br /&gt;
&lt;br /&gt;
=== Grazing coefficient ===&lt;br /&gt;
* '''Grazing coefficient''' - how much grazers get from grazing, larger numbers mean less food is needed. [GRAZE_COEFFICIENT:100] in d_init.txt, 1 to 1000000.&lt;br /&gt;
&lt;br /&gt;
=== FPS ===&lt;br /&gt;
* '''Show FPS''' - the first number is simulation rate, the number in parentheses is graphical FPS, [FPS:NO] in init.txt, YES or NO.&lt;br /&gt;
* '''Game FPS cap''' - limits how quickly the game runs the simulation, [FPS_CAP:100] in init.txt, 5 to 1000. This cap can also be temporarily changed on the fly by ~10% with {{k|Alt|Equals|sep=+}} and {{k|Alt|Minus|sep=+}}; if '''Show FPS''' is set to yes, then pressing either of those will briefly show what the cap has been changed to.&lt;br /&gt;
&lt;br /&gt;
=== Input timings ===&lt;br /&gt;
* '''Key hold time''' - [KEY_HOLD_MS:250] in init.txt, 100 to 20000.&lt;br /&gt;
* '''Key repeat time''' - [KEY_REPEAT_MS:150] in init.txt, 100 to 20000.&lt;br /&gt;
* '''Key repeat acceleration''' - [KEY_REPEAT_ACCEL_START:10] 1 to 1000 and [KEY_REPEAT_ACCEL_LIMIT:8] 2 to 100 in init.txt.&lt;br /&gt;
* '''Interface shutdown time''' - how long after a view recenter to ignore input, [RECENTER_INTERFACE_SHUTDOWN_MS:0] in init.txt, 0 to 2000.&lt;br /&gt;
* '''Macro timing''' - [MACRO_MS:15] in init.txt, 1 to 2000.&lt;br /&gt;
&lt;br /&gt;
=== Compressed saves ===&lt;br /&gt;
* '''Compressed saves''' - saves drive space (since running out of space while saving '''will''' corrupt the save) at the expense of slowing down save operations, [COMPRESSED_SAVES:YES] in init.txt, YES or NO.&lt;br /&gt;
&lt;br /&gt;
=== Dye display ===&lt;br /&gt;
* '''Display worn clothing dyes (fort mode)'''{{v|50.15}} - if set to the default NO, color will be determined by [[profession]], mostly only useful in ASCII mode, [DISPLAY_CLOTHING_WITH_DYES_IN_FORT_MODE:NO] in d_init.txt, YES or NO.&lt;br /&gt;
* '''Display worn clothing dyes (adv mode)'''{{v|51.01}} - if changed to NO, color will be determined by profession, [DISPLAY_CLOTHING_WITH_DYES_IN_ADV_MODE:YES] in d_init.txt, YES or NO.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard scroll amounts ===&lt;br /&gt;
* '''Keyboard scroll tiles'''{{v|51.11}} - how many tiles to scroll with the &amp;quot;Move view/cursor&amp;quot; keys (default {{k|WASD}}, the FAST settings are used for {{k|Shift|WASD|sep=+}}) in the normal and world views, as well as the [[Settings#Feature_toggles|keyboard cursor]], though for that, the cursor keys {{k|↑←↓→}} also always move 1 tile, in addition to these values for the &amp;quot;Move view/cursor&amp;quot; keys. 1 to 100, and the following tokens in d_init.txt&lt;br /&gt;
**[HORIZONTAL_SCROLL_SPEED:10]&lt;br /&gt;
**[HORIZONTAL_SCROLL_SPEED_FAST:20]&lt;br /&gt;
**[VERTICAL_SCROLL_SPEED:10]&lt;br /&gt;
**[VERTICAL_SCROLL_SPEED_FAST:20]&lt;br /&gt;
**[HORIZONTAL_SCROLL_SPEED_WORLD:10]&lt;br /&gt;
**[HORIZONTAL_SCROLL_SPEED_WORLD_FAST:20]&lt;br /&gt;
**[VERTICAL_SCROLL_SPEED_WORLD:10]&lt;br /&gt;
**[VERTICAL_SCROLL_SPEED_WORLD_FAST:20]&lt;br /&gt;
&lt;br /&gt;
== Keybindings ==&lt;br /&gt;
{{main|Controls}}{{main|interface.txt}}&lt;br /&gt;
These settings change the controls and are all stored in interface.txt.&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
{{main|Announcement}}{{main|announcements.txt}}&lt;br /&gt;
Used to control how different announcements are displayed in Dwarf Fortress. This can be useful to add alerts for critical combat events, stopping the recentering on birth events, or reducing the constant chatter of announcements like 'quota filled' or 'someone is visiting'.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{{main|Difficulty}}&lt;br /&gt;
This tab is only available when in a fortress game, and these settings are initially set when starting a fortress game. Since they are specific to each save they are stored as part of the save and are not editable outside the game. They are divided into two groups: enemies and economy; enemies can be disabled, both groups have normal and hard presets, and all of the individual settings can be adjusted in '''Custom settings'''. The values used in each preset can be seen by selecting the preset and then viewing them in '''Custom settings'''.&lt;br /&gt;
&lt;br /&gt;
[[ru:Settings]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=317372</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=317372"/>
		<updated>2026-07-02T21:50:55Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Extinct */ added some links, era having no effect, base vermin being on that page&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 [[Release information/53.15|Dino Update]], [[extinct]] creatures are a separate class of creatures, including their [[animal person]] variants. These creatures are further classified by 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]], though this era classification currently has no effect on how or where they appear. A [[World generation#Real world extinct creatures|world generation option]] controls if and where they appear. If generated in a world, the animal people can be playable in adventurer mode; some of the animal people listed here are based on [[Vermin#Extinct|extinct vermin]], which are listed on that page.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&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=510,000|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=1,035,000|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), wagon puller}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amargasaurus man|symbol=A|color=4:0:1|playable=Adv|food=No|hostile=No|size=1,593,920|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=460,000|value=300|biome=Temperate shurbland, badland desert|note=Cenozoic; animal people}}&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=3,199,420|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=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=335,000|value=300|biome=Temperate shrubland, badland desert|note=Permian; animal people, 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=35,370|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=60,000|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=18,802,230|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=11,246,820|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=36,500|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=885,000|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=410,000|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=40,000|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=85,000|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=5,895,080|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=222,500|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=235,000|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=7,506,360|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=42,000|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=35,250|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=37,260|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=171,000|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=40,000|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=410,000|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=1,035,000|value=400|biome=Temperate shrubland, grassland and savanna|note=Cenozoic; animal people, benign}}&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=45,000|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=2,255,660|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=35,020|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=85,000|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=835,000|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=624,500|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=35,250|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=80,000|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=1,535,000|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=260,000|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=35,060|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=1,848,610|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=38,270|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=58,750|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=115,000|value=100|biome=Temperate broadleaf forest, temperate grassland and shrubland|note=Cenozoic; animal people, benign, male has only size 71,000}}&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=36,750|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=1,723,640|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=535,000|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=53,250|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=240,000|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=8,999,210|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=1,848,610|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=1,723,640|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=35,650|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=35,620|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=562,500|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=147,500|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=36,070|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=35,000|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=36,470|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=199,000|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=2,486,960|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=1,135,000|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=2,492,050|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=44,500|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=1,123,500|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=4,511,130|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=1,285,000|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=3,125,640|value=500|biome=Temperate Savanna, Temperate freshwater marsh, temperate broadleaf forest|note=Cretaceous; animal people, lays 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=285,000|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=43,500|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, war trainable, 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=3,021,980|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=1,360,000|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=55,000|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=235,000|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=35,220|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=1,373,000|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=104,500|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=40,000|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=1,285,000|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=43,100|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=52,500|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=35,000|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=35,000|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=204,500|value=200|biome=Tropical Ocean, temperate ocean|note=Permian; animal people}}&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=60,000|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=65,000|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=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=360,000|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=135,000|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=11,632,580|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=35,020|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=6,250,640|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=35,150|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=35,010|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=35,000|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=260,000|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=37,630|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=3,705,970|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=3,705,970|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=58,500|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, war trainable, exotic mount}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Titanoboa man|symbol=T|color=2:0:0|playable=Adv|food=No|hostile=No|size=501,500|value=300|biome=Any tropical freshwater|note=Cenozoic; animal people, amphibious}}&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=37,250|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=35,080|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=35,000|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=Adv&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|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 mode character creation#Party summary|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;
:&amp;lt;small&amp;gt;5. The player cannot start out as a werebeast, but can [[Werebeast#Becoming a werebeast|become one]] by getting bitten by one, or cursed by a deity.&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>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=317365</id>
		<title>Extinction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=317365"/>
		<updated>2026-07-02T21:13:41Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Natural regeneration */ switched to cite bugtracker template&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]], [[Creature#Extinct|extinct creatures]] from the real world were added to the game, including [[animal person]] variants of them. Depending on the options chosen when [[World generation#Real world extinct creatures|generating a world]], these extinct creatures can be removed entirely, made to only exist in certain circumstances, or to exist as domesticated animals. They are classified by the prehistoric era they existed in, but this has no effect on how or where they appear. These creatures aren't inherently related to the concept of extinction as defined on the rest of this page, though it is possible for them 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;
Supposedly, wildlife populations very slowly naturally repopulate due to continuous world-gen/[[world activities]].{{cite mantis|2780/c36019}} 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>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Cite_mantis/url&amp;diff=317364</id>
		<title>Template:Cite mantis/url</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Cite_mantis/url&amp;diff=317364"/>
		<updated>2026-07-02T21:12:50Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: updated with latest URL (old giving APPLICATION ERROR #400)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://dwarffortressbugtracker.com/view.php?id={{#rreplace:{{{1}}}|\/c?|#c}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=317360</id>
		<title>Extinction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=317360"/>
		<updated>2026-07-02T20:33:46Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Natural regeneration */ updated bug tracker link&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]], [[Creature#Extinct|extinct creatures]] from the real world were added to the game, including [[animal person]] variants of them. Depending on the options chosen when [[World generation#Real world extinct creatures|generating a world]], these extinct creatures can be removed entirely, made to only exist in certain circumstances, or to exist as domesticated animals. They are classified by the prehistoric era they existed in, but this has no effect on how or where they appear. These creatures aren't inherently related to the concept of extinction as defined on the rest of this page, though it is possible for them 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://dwarffortressbugtracker.com/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>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=317300</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=317300"/>
		<updated>2026-07-02T09:51:19Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Real world extinct creatures */ added table, forum cite, list link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:worldgen_small_steam.png|thumb|250px|right|A standard small-sized world.]]&lt;br /&gt;
&lt;br /&gt;
To begin playing, you must first '''generate a world''' to play in. World generation can take a long time and may seem like a nuisance, but it is actually the heart of the game.  &lt;br /&gt;
&lt;br /&gt;
While you wait for the counter to finish, an entire fantasy world with unique geography, history, and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with a unique appearance and personality, live their lives, some of them calmly, while others go out and influence history. The world's complexity could rival the works of Tolkien himself. These [[World activities|activities continue]] even after world generation, as you play the game. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world simulator. [[Fortress mode|Fortress]] and [[adventurer mode|Adventurer]] modes allow you to influence a tiny part of that tale and write ([[Legends|or read]]) your own chapter; one chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
== Basic world generation menu ==&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiBasicWorldGenSteam.png&lt;br /&gt;
|classic=File:DFwikiBasicWorldGenASCII.png&lt;br /&gt;
|width=640px&lt;br /&gt;
|caption=Basic world gen menu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== World map size ===&lt;br /&gt;
This controls the size of the world map.   Using basic world generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17×17 region tiles)&lt;br /&gt;
* Smaller (33×33)&lt;br /&gt;
* Small (65×65)&lt;br /&gt;
* Medium (129×129)&lt;br /&gt;
* Large (257×257)&lt;br /&gt;
&lt;br /&gt;
Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. Selecting bigger worlds will reduce the [[Frames per second|framerate]] (update speed) of the game in fortress mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! [[Forgotten beast|Forgotten beasts]]&lt;br /&gt;
| 12&lt;br /&gt;
| 27&lt;br /&gt;
| 75&lt;br /&gt;
| 243&lt;br /&gt;
| 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== History length ===&lt;br /&gt;
[[File:history_gen_steam.gif|thumb|right|278px|Animation of a pocket world's land and history being developed.]]This is the (maximum) length of pre-generated history. The number of years for the currently selected length will be shown in the lower right. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that [[megabeast]]s will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Note that history generation can be interrupted and the world saved far short of the selected history value. (Players might choose to do so if they are trying to reach a certain [[Calendar#Ages|age]], if they want to embark near a [[Tower (necromancy)|tower]], or if worldgen has slowed to a crawl, for instance). The actual length of history generation determines the details of the world; the history configuration setting only establishes a maximum year at which generation will stop automatically.&lt;br /&gt;
&lt;br /&gt;
Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers).  Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. The recommended values for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay. During play, the world and its history will continue to develop, but it is unclear to what degree that corresponds to regular world-gen.&lt;br /&gt;
&lt;br /&gt;
The youngest world possible to generate is 2 years old. This can be done through custom world-gen parameters. For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Number of civilizations ===&lt;br /&gt;
This controls the number of distinct civilizations that exist in a world.  Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]].  It should be noted that this refers to different kingdoms of the same races, where a smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans, kobolds and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 14&lt;br /&gt;
| 24&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 7&lt;br /&gt;
| 13&lt;br /&gt;
| 24&lt;br /&gt;
| 44&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of sites ===&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site. High site numbers increase the duration of history generation by a huge amount of time. With very low site numbers, only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event. Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 4&lt;br /&gt;
| 17&lt;br /&gt;
| 66&lt;br /&gt;
| 260&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 13&lt;br /&gt;
| 51&lt;br /&gt;
| 198&lt;br /&gt;
| 780&lt;br /&gt;
| 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 18&lt;br /&gt;
| 68&lt;br /&gt;
| 264&lt;br /&gt;
| 1040&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 27&lt;br /&gt;
| 102&lt;br /&gt;
| 396&lt;br /&gt;
| 1560&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 36&lt;br /&gt;
| 136&lt;br /&gt;
| 528&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of beasts ===&lt;br /&gt;
This controls the number of [[megabeast]]s, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history, the more likely some of them will die. The number of beasts does not appear to impact how often your fortress will be attacked by beasts in [[fortress mode]]. In [[adventure mode]], it means it will be easier to find more megabeasts. If set very low, then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit. The total amount of beasts is affected by the selected world size:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 2 / 4 / 1&lt;br /&gt;
| 9 / 18 / 4&lt;br /&gt;
| 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 3 / 6 / 2&lt;br /&gt;
| 13 / 27 / 6&lt;br /&gt;
| 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 4 / 9 / 3&lt;br /&gt;
| 18 / 37 / 9&lt;br /&gt;
| 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 6 / 13 / 4&lt;br /&gt;
| 27 / 55 / 13&lt;br /&gt;
| 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 8 / 18 / 6&lt;br /&gt;
| 36 / 74 / 18&lt;br /&gt;
| 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
=== Natural savagery ===&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[biome]]s in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark, and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Real world extinct creatures ===&lt;br /&gt;
{{v|53.15}} Controls if and where [[Creature#Extinct|extinct creatures]] can be found in the world to be generated. Either not at all, in various levels of wilderness, or also as domesticated in civilizations.{{cite forum|183066/8622235}}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Extinct]]&lt;br /&gt;
| Do not exist at all.&lt;br /&gt;
|-&lt;br /&gt;
! Isolated&lt;br /&gt;
| Can only exist in small [[savage]] areas (less than 6 tiles), or savage islands (less than 100 tiles).&lt;br /&gt;
|-&lt;br /&gt;
! Untamed wilds&lt;br /&gt;
| Can exist in any [[savage]] areas.&lt;br /&gt;
|-&lt;br /&gt;
! Any wilderness&lt;br /&gt;
| Can also exist in all but the least savage areas.&lt;br /&gt;
|-&lt;br /&gt;
! Domesticated&lt;br /&gt;
| Can also exist as domesticated animals in civilizations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral occurrence ===&lt;br /&gt;
This is a rather important parameter, new players should probably leave it at ''everywhere''. It determines the how often ores and gems appear in an area, including wherever you try to build a fortress. It also determines the types of metals that [[civilization]]s have access to, which can limit types of items that are available at embark preparation, [[adventure mode]] character creation, and in most generated sites. See [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]] for more details.&lt;br /&gt;
&lt;br /&gt;
== The generation process ==&lt;br /&gt;
Once you're satisfied with your parameter selections, click {{DFtext|Create world|7:2:1}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:worldgen_anim_steam.gif]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be randomized in basic world generation mode. The Pause button will not immediately stop the simulation, since the game will only pause at the end of a year; to ensure that the game registers the pause request, click and '''hold''' the button until it pauses.&lt;br /&gt;
&lt;br /&gt;
=== Rejections ===&lt;br /&gt;
{{main|World rejection}}&lt;br /&gt;
You may notice that during various phases of the world generation process, worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors, such as the number of mountain tiles, can't be determined ahead of time by the generation process. Instead, worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high-elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice, you don't need to worry about this for basic world generation, because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically, what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
=== Map generation ===&lt;br /&gt;
[[File:resources_worldgen_steam.png|thumb|320px|right|Location and resources section of the screen.]] First ''Dwarf Fortress'' generates the map topography. This process is generally much faster than history generation (unless you've specified parameters that lead to constant map rejections).&lt;br /&gt;
&lt;br /&gt;
In an interview{{cite|gamedeveloper|https://www.gamedeveloper.com/design/q-a-dissecting-the-development-of-i-dwarf-fortress-i-with-creator-tarn-adams}}, [[Main:Toady One|Toady One]] described map generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It allocates the memory for the map. Then it chooses what sort of pole (e.g. north, south) it is going to have (or respects the parameters fed by the player, throughout.) The basic map field values (elevation, rainfall, temperature, drainage, volcanism, wildness) are seeded along a grid of variable size, respecting various settings (oceans, island sizes, other variances, etc.), and then filled in fractally. The poles vary the temperature, and it selects some points for the highest peaks. Here it does a first pass to see how it is doing, and attempts to adjust some altitudes to fit the map within the desired parameters if it missed. The world can be rejected at this point if it is unfixable, and it tries again.&lt;br /&gt;
&lt;br /&gt;
:The first derived field, vegetation, is then set based on elevation, rainfall, temperature, etc., and it tests for [[biome]] rejections if the map's biomes don't satisfy the ranges set in the parameters. The mid-level elevations are smoothed at this point to make more plains areas, and volcanoes are placed respecting the hot spots in the volcanism field.&lt;br /&gt;
&lt;br /&gt;
:Then we enter the erosion and river stage. Small oceans are dried out, and it locates edges of mountain sides where it can run test rivers. It also places the camera on one of these so the player can watch the process. Many fake rivers flow downward from these points, carving channels in the elevation field if they can't find a path to the sea. Extreme elevations differences are often smoothed here so that everything isn't canyons. Ideally we'd use mineral types for that, but we don't yet. Lakes are grown out at several points along the rivers.&lt;br /&gt;
&lt;br /&gt;
:Elevations are smoothed again from the mountains down to the sea, and the peaks and volcanoes do some local adjustments. Now that the elevations are finalized, it makes adjustments to rainfall based on rain shadows and orographic precipitation. Temperatures are reset based on elevation and rainfall and the dampening effects of forests, and it uses the new values to set the vegetation level one final time. Salinity values are set for the ocean and tiles neighboring the ocean.&lt;br /&gt;
&lt;br /&gt;
:Now that everything has settled down, we can detect the limits of the final biome regions and give them names and their own identity. We also add the geological layers and the underground layers here, though the geological stuff should really be earlier, as previously mentioned. There's a final verification process against the parameters here, to make sure it hasn't drifted too far afield from what the player wanted. Once that's done, it generates the initial wildlife populations in each region, and sets some weather variables.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
After generating the world, ''Dwarf Fortress'' will generate a history for that world, tracking civilizations, sites, populations, and other events. This can take a ''very'' long time for large, heavily populated worlds with very long, 2,000-year histories. History generation can be interrupted and the world saved before reaching the maximum year selected on the configuration menu.&lt;br /&gt;
  &lt;br /&gt;
In an interview{{cite|gamedeveloper}}, [[Main:Toady One|Toady One]] described history generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;History itself can begin at this point. Civilizations and caves are placed. It's a bit complicated to go into what happens after that, but the basic idea is that there's a giant zero-player strategy game going on with somewhat loose turn rules and bad AI (but thousands of agents), and history is just a record of that. Procedurally generating stories by recording a log of a simulation is a valid enough approach, though it has drawbacks, of course. It's a lot of work, you need to do post-processing or investigation to find any good moments you'd like to highlight, and if you don't have enough dynamics and mechanisms, the output can be boring (in any number of ways.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Finishing ===&lt;br /&gt;
Once everything is complete, you can take a look around using middle mouse or the {{k|wasd}} [[controls|keys]], {{k|Shift|wasd|sep=+}} keys will move farther. If you find yourself confused about what all the things actually are, check out the [[map legend]]. At this point you can either '''Play now''' to use the world immediately, or exit to the main menu; both will save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something, you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
The [[Advanced_world_generation#Seed_notes|seeds]] used when generating the world are logged in [[gamelog.txt]].&lt;br /&gt;
&lt;br /&gt;
== Getting more advanced ==&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific, more extreme conditions - check out the documentation on [[advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* https://df-walkthrough.readthedocs.io/en/latest/tutorials/generating-a-world.html&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* World generation is where [[Main:Toady One|Toady]] invests most of his time, this is the [http://www.moma.org/collection/works/164920 piece of art] that makes ''Dwarf Fortress'' unique enough for the Museum of Modern Art in New York City.&lt;br /&gt;
* The maximum size of the world is comparable to that of the state of Minnesota.&lt;br /&gt;
* On the 86th rejected world, an error report will appear, with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; &amp;lt;sup&amp;gt;[http://www.urbandictionary.com/define.php?term=86]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* It is universally known that the world is flat. Anyone who says otherwise has to be [[Unfortunate accident|treated with magma]] (''or simply is the sort of [[Elf|hippie]] whose attitude in such matters would require such treatment, anyway'').&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=317299</id>
		<title>Extinction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=317299"/>
		<updated>2026-07-02T09:06:09Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Extinct creatures */ added links, changed some wording&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]], [[Creature#Extinct|extinct creatures]] from the real world were added to the game, including [[animal person]] variants of them. Depending on the options chosen when [[World generation#Real world extinct creatures|generating a world]], these extinct creatures can be removed entirely, made to only exist in certain circumstances, or to exist as domesticated animals. They are classified by the prehistoric era they existed in, but this has no effect on how or where they appear. These creatures aren't inherently related to the concept of extinction as defined on the rest of this page, though it is possible for them 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>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature/Edit_notice&amp;diff=317298</id>
		<title>Creature/Edit notice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature/Edit_notice&amp;diff=317298"/>
		<updated>2026-07-02T08:42:31Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: changed 2nd point to plural possessive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox|image=none|type=warn|text=&lt;br /&gt;
When adding creatures, please make sure that you:&lt;br /&gt;
&lt;br /&gt;
* sort creatures alphabetically&lt;br /&gt;
* be consistent with how the other creatures' information is displayed&lt;br /&gt;
* try to avoid including periods in any part of the table&lt;br /&gt;
* keep &amp;quot;notes&amp;quot; short, and only include if they're distinctive&lt;br /&gt;
* and use preview to make sure you got it all right!&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=317297</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=317297"/>
		<updated>2026-07-02T05:57:52Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: /* Months and seasons */ added growth column and section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:57, 21 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:calender_v50_preview.png|thumb|350px|right|The game getting itself ready for how you're gonna eventually lose it.]]The '''dwarven calendar''' is used to display the day, month, and year of any given date, and is visible at the top of the main view. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating - by default, this will be year 100, but worldgen can be set to stop at several distinct years - ranging from 5 to 500 - when selecting ''Create a World'', or to any arbitrary year, by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters/Detailed Mode'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
The world follows a seasonal cycle - each season affects the climate, the crops that can be farmed, growths that can be gathered, and the ebb and flow of trade. There are also full moons on certain fixed dates every year; [[werebeasts]] will transform into their werebeast form on these days.&lt;br /&gt;
&lt;br /&gt;
: {| class=wikitable&lt;br /&gt;
| rowspan=2 style=&amp;quot;background: #aaa&amp;quot;  |&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | [[Caravan]]&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | [[Werebeast#Full Moons .2F Transformation dates|Full&amp;lt;br&amp;gt;&amp;amp;#x26AA;&amp;lt;br&amp;gt;Moon]]&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | [[Plant_token#GROWTH_TIMING|First&amp;lt;br&amp;gt;Growth&amp;lt;br&amp;gt;Tick]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Northern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Southern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&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;background: #cfc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Elf|Elven]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 25th&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&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;background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 33,600&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&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;background: #cfc;&amp;quot; | 21st&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 67,200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|#800|#ff8}}&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;background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 19th&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 100,800&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|green|#ff8}}&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;background: #ffc;&amp;quot; | 17th&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 134,400&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|grey|#ff8}}&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;background: #ffc;&amp;quot; | 15th&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 168,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot;  | {{tile|•|white|#f88}}&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;background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 13th&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 201,600&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|•|#770|#f88}}&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;background: #fcc;&amp;quot; | 10th&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 235,200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&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;background: #fcc;&amp;quot; | 8th&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 268,800&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&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;background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''None*''&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 6th&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 302,400&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&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;background: #ccf;&amp;quot; | 4th&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 336,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|•|#444|#88f}}&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;background: #ccf;&amp;quot; | 2nd and 28th &lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 369,600&lt;br /&gt;
|}&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you have [[modding|modded]] the game to not be at war with the [[goblin]]s or [[kobold]]s, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals or wagon pullers. If you do, then they will send caravans every season, including winter.&lt;br /&gt;
&lt;br /&gt;
=== Effect on farming ===&lt;br /&gt;
{{main|Farming}}&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
=== Effect on plant growths ===&lt;br /&gt;
{{main|Plant#Plant growth|l1=Plant growths}}&lt;br /&gt;
Many naturally occurring plants can produce growths (leaves, flowers, fruit, etc) only during certain parts of the year; in adventure mode this affects all plants (with such growths), while in fortress mode it only affects trees, not farmed [[crop]]s or gathered [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
=== Effect on trading ===&lt;br /&gt;
{{main|Trading}}&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and one's fellow dwarves during the Autumn. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:age_notify_preview.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
[[File:GiantDwarfs.jpg|thumb|A time when Heroes, Mega-beasts and Titans walked the earth]]&lt;br /&gt;
&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
==== Great Powers in Control ====&lt;br /&gt;
&lt;br /&gt;
This course of this period is shaped by the Great Powers; [[historical figure]]s with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s. If there are more than 3 powers in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes; if 3 or fewer, then it will progress through the various Ages of Powers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Myth''': The number of living powers and megabeasts is at least 2/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Myth was a time when living gods and mighty beasts still held sway.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Legends''': The number of living powers and megabeasts is at least 1/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Legends was a time when the powers of the world were fading.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Heroes''': The number of living powers and megabeasts is greater than three.&lt;br /&gt;
:''&amp;quot;The Age of Heroes was a time when the last of the powers fought their final battles.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to &amp;quot;regress&amp;quot; back to Heroes, Legends, or, in slightly extreme cases, even Myth, sometimes multiple times. These will be referred to as &amp;quot;The Third Age of Myth&amp;quot;, for example.&lt;br /&gt;
&lt;br /&gt;
If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Three Powers''': Exactly three powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of Two (Race)s''' or '''The Age of (Race) and (Race)''': Exactly two powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of (Name/Species)''': Exactly one power is alive in the world. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== No Great Powers ====&lt;br /&gt;
Once the Great Powers have fallen, the status of mortal civs will determine the Age. The ages will proceed as follows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of (Race)''' or '''The (Racial) Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], and the majority are of one race. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of Dwarves was a time when dwarves ruled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Golden Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but there is no single majority.&lt;br /&gt;
:''&amp;quot;The Golden Age was a time when various civilized races peopled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Twilight Age''': Between 50% and 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]].&lt;br /&gt;
:''&amp;quot;The Twilight Age was a time when fantastic creatures no longer lived in great numbers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Fairy Tales''': Over 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but some non-mundane ones still remain. &lt;br /&gt;
:''&amp;quot;The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Toady One's quote from 2008 devlog: ''&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Civilization''': All civilized creatures are mundane, and all semi-megabeasts have been vanquished.&lt;br /&gt;
:''&amp;quot;The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Death''': All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.&lt;br /&gt;
:''&amp;quot;The Age of Death was a time after civilization had crumbled completely.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Emptiness''': All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers (i.e. all civilized creatures were wiped out before all powers).&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when no civilized peoples existed in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when only simple creatures inhabited the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A world that ends generation in the Age of Death or Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Within the [[string dump]], beneath these ages, are the following three lines:&lt;br /&gt;
&lt;br /&gt;
* Unknown Age&lt;br /&gt;
* Monster&lt;br /&gt;
* Rampage&lt;br /&gt;
&lt;br /&gt;
It is unclear what these are used for.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather, and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Legends mode}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aegirocassis&amp;diff=317074</id>
		<title>Aegirocassis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aegirocassis&amp;diff=317074"/>
		<updated>2026-07-01T05:29:44Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=aegirocassis_sprites.png&lt;br /&gt;
|portrait=aegirocassis_portrait_anim.gif&lt;br /&gt;
|wiki=Aegirocassis}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Aegirocassis''' are [[extinct]] [[aquatic]] arthropods from the [[wikipedia:Ordovician|Ordovician]] era. They can be found in temperate and tropical oceans. Unlike standard fish, they cannot be butchered (but are live cookable), cannot feel pain when attacked, cannot be stunned, feel no fear and never sleep. They have [[Creature_token#EXTRAVISION|extravision]], allowing them to see even if they lose their eyes.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] aegirocassis for their ''bold head sclerites''.&lt;br /&gt;
[[File:20191205 Aegirocassis benmoulai Aegirocassis benmoulae.png|thumb|360px|center|Artist recreation of an aegirocassis.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Junnn11''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Extinct animals}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aegirocassis_man&amp;diff=317073</id>
		<title>Aegirocassis man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aegirocassis_man&amp;diff=317073"/>
		<updated>2026-07-01T05:24:31Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=aegirocassis_man_sprite.png&lt;br /&gt;
|portrait=aegirocassis_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Aegirocassis men''' are humanoid versions of the [[extinct]] [[aquatic]] arthropod [[aegirocassis]] from the [[wikipedia:Ordovician|Ordovician]] era. They can be found in temperate and tropical oceans. Like the standard aegirocassis, they cannot feel pain when attacked, cannot be stunned, feel no fear and never sleep. Despite their humanoid form, they can only survive water, as they will drown in open air. Like their animal counterparts, they have no eyes, yet have [[Creature_token#EXTRAVISION|extravision]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] aegirocassis men for their ''bold head sclerites''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Extinct animals}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mimetaster&amp;diff=317072</id>
		<title>Mimetaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mimetaster&amp;diff=317072"/>
		<updated>2026-07-01T05:22:35Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&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]] with out 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>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ammonite&amp;diff=317071</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ammonite&amp;diff=317071"/>
		<updated>2026-07-01T05:15:03Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=ammonite_sprites.png&lt;br /&gt;
|portrait=ammonite_portrait_anim.gif&lt;br /&gt;
|wiki=Parapuzosia seppenradensis}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Ammonites''' are [[extinct]] [[aquatic]] cephalopods from the [[wikipedia:CRETACEOUS|Cretaceous]] era. They can be found in any type of [[savage]] ocean. Like standard fish, they can be butchered (and will give a shell, but no bones) and are immobile on land, but unlike standard fish, they will never feel dizzy and never sleep.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] ammonites for their ''shells'' and ''many tentacles''.&lt;br /&gt;
[[File:ammonite_preview.png|thumb|350px|center|Artist rendition of an ammonite.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hallucigenia&amp;diff=317070</id>
		<title>Hallucigenia</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hallucigenia&amp;diff=317070"/>
		<updated>2026-07-01T05:13:50Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Hallucigenia sparsa}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Hallucigenia''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Cambrian|Cambrian]] era, found in [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] hallucigenia for their ''spines'' and ''lobopods''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Haikouichthys&amp;diff=317069</id>
		<title>Haikouichthys</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Haikouichthys&amp;diff=317069"/>
		<updated>2026-07-01T05:13:23Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=haikouichthys ercaicunensis}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Haikouichthys''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Cambrian|Cambrian]] era, found in [[tropical]] oceans or saltwater [[pool]]s. They are not fishable, and too small to butcher.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] haikouichthys for their ''extra eyes'' and ''fins''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Opabinia&amp;diff=317068</id>
		<title>Opabinia</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Opabinia&amp;diff=317068"/>
		<updated>2026-07-01T05:13:05Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Opabinia regalis}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Opabinia''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Cambrian|Cambrian]] era, found in [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] opabinia for their ''eyes'' and ''grasping proboscis''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Anomalocaris&amp;diff=317067</id>
		<title>Anomalocaris</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Anomalocaris&amp;diff=317067"/>
		<updated>2026-07-01T05:12:43Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Anomalocaris canadensis}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Anomalocaris''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Cambrian|Cambrian]] era, found in [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] anomalocaris for their ''frontal appendages''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trilobite&amp;diff=317066</id>
		<title>Trilobite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trilobite&amp;diff=317066"/>
		<updated>2026-07-01T05:12:19Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Isotelus maximus}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Trilobites''' are [[extinct]] [[aquatic]] animals from the [[wikipedia:Cambrian|Cambrian]] era, found in [[temperate]] or [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] trilobites for their ''spines'' and ''lobopods''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wiwaxia&amp;diff=317065</id>
		<title>Wiwaxia</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wiwaxia&amp;diff=317065"/>
		<updated>2026-07-01T05:11:52Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Wiwaxia corrugata}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Wiwaxia''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Cambrian|Cambrian]] era, found in [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] wiwaxia for their ''spines''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jaekelopterus&amp;diff=317064</id>
		<title>Jaekelopterus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jaekelopterus&amp;diff=317064"/>
		<updated>2026-07-01T05:11:22Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Jaekelopterus rhenaniae}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Jaekelopterus''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Silurian|Silurian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s. Despite their size, they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] jaekelopterus for their ''beauty''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dunkleosteus&amp;diff=317063</id>
		<title>Dunkleosteus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dunkleosteus&amp;diff=317063"/>
		<updated>2026-07-01T05:10:47Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Dunkleosteus terrelli}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dunkleosteus''' is an [[extinct]] [[aquatic]] fish from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] or [[tropical]] [[savage]] [[ocean]]s. Larger than a [[Great white shark]], its front half is covered in bony scales called [[wikipedia:scute|scutes]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] dunkleosteus for their ''bony scutes''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tiktaalik&amp;diff=317062</id>
		<title>Tiktaalik</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tiktaalik&amp;diff=317062"/>
		<updated>2026-07-01T05:10:18Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Tiktaalik roseae}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Tiktaalik''' is an [[extinct]] [[amphibious]] large fish from the [[wikipedia:Devonian|Devonian]] era, found in [[savage]] [[tropical]] freshwater.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] tiktaalik for their ''affinity for land'' and ''fins''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hibbertopterus_peachi&amp;diff=317061</id>
		<title>Hibbertopterus peachi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hibbertopterus_peachi&amp;diff=317061"/>
		<updated>2026-07-01T05:09:55Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Hibbertopterus peachi}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
{{distinguish|Hibbertopterus scouleri}}&lt;br /&gt;
'''Hibbertopterus peachi''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their size (almost as big as a dwarf), they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] hibbertopterus peachi for their ''broad heads''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hibbertopterus_scouleri&amp;diff=317060</id>
		<title>Hibbertopterus scouleri</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hibbertopterus_scouleri&amp;diff=317060"/>
		<updated>2026-07-01T05:09:35Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Hibbertopterus scouleri}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
{{distinguish|Hibbertopterus peachi}}&lt;br /&gt;
'''Hibbertopterus scouleri''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their size (as big as a dwarf), they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] hibbertopterus scouleri for their ''broad heads''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Drepanopterus&amp;diff=317059</id>
		<title>Drepanopterus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Drepanopterus&amp;diff=317059"/>
		<updated>2026-07-01T05:09:11Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: removed repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Drepanopterus}} &amp;lt;!-- no wp redirect for &amp;quot;drepanopterus pentlandicus&amp;quot; --&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Drepanopterus''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s. They are usable for the [[fishing industry]], but only by [[Fishery|capturing a live fish]], rather than normal fishing, and also [[Kitchen|cookable]] with out cleaning.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] drepanopterus for their ''broad heads''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Drepanopterus&amp;diff=317058</id>
		<title>Drepanopterus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Drepanopterus&amp;diff=317058"/>
		<updated>2026-07-01T05:02:37Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added result of VERMIN_NOFISH token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Drepanopterus}} &amp;lt;!-- no wp redirect for &amp;quot;drepanopterus pentlandicus&amp;quot; --&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Drepanopterus''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s. They are usable for the [[fishing industry]], but only by [[Fishery|capturing a live fish]], rather than normal fishing, and also [[Kitchen|cookable]] with out cleaning.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like drepanopterus for their ''broad heads''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Drepanopterus&amp;diff=317057</id>
		<title>Drepanopterus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Drepanopterus&amp;diff=317057"/>
		<updated>2026-07-01T04:55:08Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Drepanopterus}} &amp;lt;!-- no wp redirect for &amp;quot;drepanopterus pentlandicus&amp;quot; --&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Drepanopterus''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s. They are usable for the [[fishing industry]] and also [[Kitchen|cookable]] with out cleaning.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like drepanopterus for their ''broad heads''.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hibbertopterus_scouleri&amp;diff=317056</id>
		<title>Hibbertopterus scouleri</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hibbertopterus_scouleri&amp;diff=317056"/>
		<updated>2026-07-01T04:39:05Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added distinguish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Hibbertopterus scouleri}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
{{distinguish|Hibbertopterus peachi}}&lt;br /&gt;
'''Hibbertopterus scouleri''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their size (as big as a dwarf), they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like hibbertopterus scouleri for their ''broad heads''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hibbertopterus_peachi&amp;diff=317055</id>
		<title>Hibbertopterus peachi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hibbertopterus_peachi&amp;diff=317055"/>
		<updated>2026-07-01T04:38:55Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description, wikipedia link, and distinguish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Hibbertopterus peachi}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
{{distinguish|Hibbertopterus scouleri}}&lt;br /&gt;
'''Hibbertopterus peachi''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their size (almost as big as a dwarf), they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like hibbertopterus peachi for their ''broad heads''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hibbertopterus_scouleri&amp;diff=317054</id>
		<title>Hibbertopterus scouleri</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hibbertopterus_scouleri&amp;diff=317054"/>
		<updated>2026-07-01T03:38:13Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Hibbertopterus scouleri}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Hibbertopterus scouleri''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their size (as big as a dwarf), they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like hibbertopterus scouleri for their ''broad heads''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tiktaalik&amp;diff=317053</id>
		<title>Tiktaalik</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tiktaalik&amp;diff=317053"/>
		<updated>2026-07-01T03:27:54Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Tiktaalik roseae}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Tiktaalik''' is an [[extinct]] [[amphibious]] large fish from the [[wikipedia:Devonian|Devonian]] era, found in [[savage]] [[tropical]] freshwater.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like tiktaalik for their ''affinity for land'' and ''fins''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dunkleosteus&amp;diff=317052</id>
		<title>Dunkleosteus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dunkleosteus&amp;diff=317052"/>
		<updated>2026-07-01T03:05:22Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Dunkleosteus terrelli}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dunkleosteus''' is an [[extinct]] [[aquatic]] fish from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] or [[tropical]] [[savage]] [[ocean]]s. Larger than a [[Great white shark]], its front half is covered in bony scales called [[wikipedia:scute|scutes]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like dunkleosteus for their ''bony scutes''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=317051</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=317051"/>
		<updated>2026-07-01T02:49:23Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added distinguish template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Creature token#DIFFICULTY|l1=the Difficulty creature token}}&lt;br /&gt;
'''Difficulty''' is the level of challenge presented by the game in [[Fortress Mode]], largely customizable by the player. These [[settings]] will affect whether your fortress can be attacked by outside forces, how frequent said attacks are, how big invading armies are, [[noble]] neediness, etc. You can modify these settings before and at any time after embarking, the tab will only appear in the settings screen when a [[fortress]] is loaded. Since they are specific to each save, they are stored as part of the save and are not editable outside the game.&lt;br /&gt;
&lt;br /&gt;
== Default settings ==&lt;br /&gt;
They are divided into two groups: enemies and economy; enemies can be disabled, both groups have normal and hard presets, and all of the individual settings can be adjusted in Custom settings. The values used in each preset can be seen by selecting the preset and then viewing them in Custom settings.&lt;br /&gt;
&lt;br /&gt;
'''Enemies''' has 3 options:&lt;br /&gt;
* '''Off''' will disable [[Ambush|ambushes]], [[Siege|sieges]], [[Megabeast|uninvited]] [[Forgotten beast|guests]], [[Werebeast|werebeasts]], and agitated wildlife attacks, but not [[intrigue]], [[HFS]], or misbehaving dwarves, so it is still recommended to train a military.&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' experience.&lt;br /&gt;
* '''Hard''' ensures a never-ending stream of [[Fun]], causing invaders to show up earlier, more often, and with more bodies to throw at the gates.&lt;br /&gt;
----&lt;br /&gt;
'''Economy''' has 2 options:&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' economy.&lt;br /&gt;
* '''Hard''' requires you to produce more wealth in order to receive higher-ranking nobles, requires [[Temple|temples]] and [[Guildhall|guildhalls]] to be more valuable before satisfying petitions, and causes [[Noble|nobles]] to make more [[Mandate|mandates]] and [[Demand|demands]].&lt;br /&gt;
&lt;br /&gt;
== Enemy settings ==&lt;br /&gt;
&amp;lt;!-- Last verified in 53.05 --&amp;gt;&lt;br /&gt;
If you wish, you can also fine-tune individual settings - maybe you only want megabeasts to assault your fortress, and would prefer the elves to leave well enough alone. The following options are available for enemy settings:&lt;br /&gt;
=== Individual enemy toggles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Civilizations can attack || Yes/No || Controls whether [[Ambush|ambushes]] and [[Siege|sieges]] can occur. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Megabeasts can attack || Yes/No || Controls whether [[Megabeast|megabeasts]] and [[Forgotten beast|forgotten beasts]] can attack. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Werebeasts can attack || Yes/No || Controls whether [[Werebeast|werebeasts]] can attack. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Curious wilderness creatures can come to cause trouble || Yes/No || Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. || No; Yes; Yes&lt;br /&gt;
|}&lt;br /&gt;
=== Enemy civilization triggers ===&lt;br /&gt;
In the base game, these might only affect goblins{{verify}} and all the default civilizations only use the third population trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Enemy population triggers || 1 to 300 || Sets the population values for each level of {{token|PROGRESS_TRIGGER_POP_SIEGE|entity}}; hostile civilizations might begin sending sieges after a player fortress reaches this many population. || 0/0/0/0/0; 20/50/80/110/140; 15/30/40/55/70&lt;br /&gt;
|-&lt;br /&gt;
| Enemy production triggers || 0 to 100,000,000 || Sets the created [[Status#Fortress_wealth|wealth]] values for each level of {{token|PROGRESS_TRIGGER_PROD_SIEGE|entity}}; hostile civilizations might begin sending sieges after a player fortress has created various stuff worth this much in total. || 0/0/0/0/0; 5,000/25,000/100,000/200,000/300,000; 2,500/12,500/50,000/100,000/150,000&lt;br /&gt;
|-&lt;br /&gt;
| Enemy trade triggers || 0 to 100,000,000 || Sets the exported wealth values for each level of {{token|PROGRESS_TRIGGER_TRADE_SIEGE|entity}}; hostile civilizations might begin sending sieges after a player fortress has exported various stuff worth this much in total. || 0/0/0/0/0; 500/2,500/10,000/20,000/30,000; 250/1,250/5,000/10,000/15,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Megabeasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Megabeast attack period (seasons) || 0 to 100 || How many seasons must pass before a megabeast may attack your fortress.{{verify}} || 10; 10; 8&lt;br /&gt;
|}&lt;br /&gt;
=== Forgotten beasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast sensitivity || 1 to 100,000 || Performing nature-disrupting actions within the caverns will agitate forgotten beasts and may cause them to attack. [[Noise]] will also increase agitation. A smaller value will require less actions before the maximum attack chance is reached. || 10,000; 10,000; 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no forgotten beasts will attack. || 5,000; 5,000; 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast wealth divisor || 1 to 100,000 || Your current fortress wealth is divided by this number - the result is added to effective irritation to determine forgotten beast attacks. A smaller number will cause forgotten beasts to attack sooner. || 40; 40; 40&lt;br /&gt;
|}&lt;br /&gt;
=== Wilderness irritation ===&lt;br /&gt;
These only apply to fortresses with an embark area that includes [[savage]]ry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness sensitivity || 1 to 100,000 || Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will require less actions before the maximum attack chance is reached. || 10,000; 10,000; 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no agitated wildlife will spawn. || 2,000; 2,000; 0&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every year. A higher value will make them less irritated faster. || 500; 500; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeasts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast attack period (seasons) || 0 to 100 || How many seasons must pass before a werebeast may attack your fortress.{{verify}} || 10; 10; 8&lt;br /&gt;
|}&lt;br /&gt;
=== Vampires ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Vampire migrant fraction || 1 to 1,000 || Affects what percentage of new migrants will be [[Vampire|vampires]]. A value of 0 will disable vampiric migrants. (Only on '''Off''' difficulty) || 0; 100; 75&lt;br /&gt;
|}&lt;br /&gt;
=== Invasion caps ===&lt;br /&gt;
These were changed as part of the siege update.{{v|53.07}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Invasion creature cap (excluding mounts) || 0 to 5,000 || The maximum amount of enemies that can be thrown at you when a civilization sieges you, not counting mounts. || 0; 140; 140&lt;br /&gt;
|-&lt;br /&gt;
| Invasion difficulties || 0 to 30,000 || Strength of the consecutive sieging forces {{verify|equipment materials, creature types?}}, each siege after the third increasing in difficulty by the fourth value.{{verify}} Tracked per civilization per fortress{{cite forum|183066/8606428}}. || 0/0/0/0; 50/300/1000/500; 100/600/1500/750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids before first siege (per civ) || 0 to 500 || Affects how many [[Ambush|ambushes]] must be performed before a civilization can try a proper siege for the first time. || 0; 2; 2&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids between sieges (per civ) || 0 to 500 || Affects how many ambushes must be performed before a civilization can try a proper siege from the second time onwards. || 0; 3; 1&lt;br /&gt;
|-&lt;br /&gt;
| Siege frequency (percentage, otherwise raid) || 0 to 100 || Percentage chance to receive a siege instead of an ambush. || 0; 25; 50&lt;br /&gt;
|}&lt;br /&gt;
=== Cavern dwellers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller scale (increase per attack) || 0 to 100 || Every time cavern-dwellers attack your fortress, the maximum number of attackers increases by this number. || 0; 10; 20&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller maximum attackers || 0 to 500 || The maximum amount of enemies that can be thrown at you when cavern dwellers attack. || 0; 50; 75&lt;br /&gt;
|}&lt;br /&gt;
=== Tree quota ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count || 1 to 1000 || Affects the default amount of trees [[Elf|elven]] diplomats will request you limit your felling to. Your negotiator will still try and increase the tree limit. || 25; 25; 10&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count (untamed wilds) || 1 to 1000 || Affects the default amount of trees elven diplomats will request you limit your felling to if you've settled in a [[savage]] area instead. Your negotiator will still try and increase the tree limit. || 5; 5; 1&lt;br /&gt;
|}&lt;br /&gt;
=== Siege invaders ===&lt;br /&gt;
These were all added with the [[release information/53.01|siege update]].{{version|53.01}} The aversion values are multipliers for pathing cost; for instance, an aversion to deconstruction of 20 means they would just as soon deconstruct 5 tiles as dig 2 natural tiles (as walk 100 steps), because each of those has the same cost (5×20 = 2×50 = 1×100). The material is not used in this calculation, only whether the tile must be deconstructed or dug through.{{cite forum|183066/8606428}}&lt;br /&gt;
&lt;br /&gt;
==== Invader ability toggles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Break constructed walls || Yes/No || Reinforced walls take longer to break. Speed and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Dig natural walls || Yes/No || Trolls can now come with great picks. Delay, speed, and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Build floors and stairs || Yes/No || Speed and aversion can be adjusted, see below. || No; Yes; Yes&lt;br /&gt;
|-&lt;br /&gt;
| Free creatures from cages || Yes/No || Is this only cage traps? Or does it include built cages and/or stockpiled cages? || No; Yes; Yes&lt;br /&gt;
|}&lt;br /&gt;
==== Invader deconstruction ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of deconstruction, smaller is slower, reinforced walls take even longer to break. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Aversion || 1 to 1000 || How likely they are to try deconstruction, smaller is more likely to try. || 20; 20; 20&lt;br /&gt;
|}&lt;br /&gt;
==== Invader digging ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of digging, smaller is slower. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Horizontal aversion || 1 to 1000 || How likely they are to try digging on the same z-level, smaller is more likely to try. || 50; 50; 50&lt;br /&gt;
|-&lt;br /&gt;
| Vertical aversion || 1 to 1000 || How likely they are to try digging to a different z-level, smaller is more likely to try. || 1,000; 1,000; 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Days to delay vertical digging || 1 to 10,000 || Is this before the first try, or before each try? Does it reset each siege? || 84; 84; 84&lt;br /&gt;
|}&lt;br /&gt;
==== Invader construction ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 1 to 1000 || The base rate of construction, smaller is slower, reinforced walls take even longer to break. || 10; 50; 100&lt;br /&gt;
|-&lt;br /&gt;
| Aversion || 1 to 1000 || How likely they are to try construction, smaller is more likely to try. || 5; 5; 5&lt;br /&gt;
|}&lt;br /&gt;
==== Invader death aversion ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off; Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| One death || 1 to 1000 || How strongly one death in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Two deaths || 1 to 1000 || How strongly two deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Three deaths || 1 to 1000 || How strongly three deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Four deaths || 1 to 1000 || How strongly four deaths in a location will deter future activity there. || 0; 0; 0&lt;br /&gt;
|-&lt;br /&gt;
| Five deaths || 1 to 1000 || How strongly five deaths in a location will deter future activity there. || 5; 5; 5&lt;br /&gt;
|-&lt;br /&gt;
| Six deaths || 1 to 1000 || How strongly six deaths in a location will deter future activity there. || 6; 6; 6&lt;br /&gt;
|-&lt;br /&gt;
| Seven deaths || 1 to 1000 || How strongly seven deaths in a location will deter future activity there. || 8; 8; 8&lt;br /&gt;
|-&lt;br /&gt;
| Eight deaths || 1 to 1000 || How strongly eight deaths in a location will deter future activity there. || 10; 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| Nine deaths || 1 to 1000 || How strongly nine deaths in a location will deter future activity there. || 20; 20; 20&lt;br /&gt;
|-&lt;br /&gt;
| Ten or more deaths || 1 to 1000 || How strongly more than 9 deaths in a location will deter future activity there. || 100; 100; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy settings ==&lt;br /&gt;
&amp;lt;!-- Defaults last verified for 53.05 --&amp;gt;&lt;br /&gt;
The following options are available for economy settings:&lt;br /&gt;
=== Fortress rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Economy population triggers || 1 to 300 || Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 20/50/80/110/140; 20/50/80/110/140&lt;br /&gt;
|-&lt;br /&gt;
| Economy production triggers || 1 to 100,000,000 || Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting this trigger to 0 causes it to be met immediately. || 5,000/25,000/100,000/200,000/300,000; 25,000/125,000/500,000/1,000,000/1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| Economy trade triggers || 1 to 100,000,000 || Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting a trigger to 0 causes it to be met immediately. || 500/2,500/10,000/20,000/30,000; 2,500/12,500/50,000/100,000/150,000&lt;br /&gt;
|}&lt;br /&gt;
=== Land holder ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Land holder population triggers || 1 to 300 || Affects how [[Baron|barons]] and upwards are achieved. See [[Noble#Triggers|noble triggers]]. Values 4 through 10 are not used in the base game. || 20/20/20; 20/20/20&lt;br /&gt;
|-&lt;br /&gt;
| Land holder production triggers || 1 to 100,000,000 || Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. || 100,000/200,000/300,000; 500,000/1,000,000/1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| Land holder trade triggers || 1 to 100,000,000 || Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. || 10,000/20,000/30,000; 50,000/100,000/150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temples ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple || 1 to 100,000,000 || Affects how valuable a designated [[temple]] zone must be before it satisfies a petition to create it. || 2,000; 6,000&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple complex || 1 to 100,000,000 || Affects how valuable a designated temple zone must be before it satisfies a petition to upgrade it. || 10,000; 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition for a temple is made. || 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| High priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition to upgrade an existing temple is made. || 25; 25&lt;br /&gt;
|}&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Value of guildhall || 1 to 100,000,000 || Affects how valuable a designated [[guildhall]] zone must be before it satisfies a petition to create it. || 2,000; 6,000&lt;br /&gt;
|-&lt;br /&gt;
| Value of grand guildhall || 1 to 100,000,000 || Affects how valuable a designated guildhall zone must be before it satisfies a petition to upgrade it. || 10,000; 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition for a guildhall is made. || 10; 10&lt;br /&gt;
|-&lt;br /&gt;
| Grand guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. || 25; 25&lt;br /&gt;
|}&lt;br /&gt;
=== Mandates and demands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Mandate period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new mandates. A higher value forces them to wait longer before mandating something.|| 1,000; 500&lt;br /&gt;
|-&lt;br /&gt;
| Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands. A higher value forces them to wait longer before making a demand.|| 500; 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress dig speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal; Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Citizen/resident dig speed (more = faster) || 1 to 10,000 || Affects how quickly player fortress creatures can dig natural walls and remove constructions.|| 100; 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[ru:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jaekelopterus&amp;diff=317048</id>
		<title>Jaekelopterus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jaekelopterus&amp;diff=317048"/>
		<updated>2026-07-01T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Jaekelopterus rhenaniae}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Jaekelopterus''' is an [[extinct]] [[aquatic]] arthropod from the [[wikipedia:Silurian|Silurian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s. Despite their size, they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like jaekelopterus for their ''beauty''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wiwaxia&amp;diff=317046</id>
		<title>Wiwaxia</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wiwaxia&amp;diff=317046"/>
		<updated>2026-06-30T23:46:41Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Wiwaxia corrugata}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Wiwaxia''' is an [[extinct]] [[aquatic]] [[vermin]] from the [[wikipedia:Cambrian|Cambrian]] era, found in [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like wiwaxia for their ''spines''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trilobite&amp;diff=317045</id>
		<title>Trilobite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trilobite&amp;diff=317045"/>
		<updated>2026-06-30T23:42:56Z</updated>

		<summary type="html">&lt;p&gt;Ziusudra: added basic description and wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Isotelus maximus}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Trilobites''' are [[extinct]] [[aquatic]] animals from the [[wikipedia:Cambrian|Cambrian]] era, found in [[temperate]] or [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] like trilobites for their ''spines'' and ''lobopods''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
</feed>