recursal/Fanatic-Fandom huggingface dataset:
Lionfish

The **Lionfish** is a tier 9 animal. It is based on its real life counterpart, the Red Lionfish, *Pterois volitans.*

## Mechanics

* Barracudas evolve into lionfish.
	+ 42,000 XP is required for a barracuda to evolve into a lionfish.
* Lionfish can evolve into stonefish, moray eels or Atlantic torpedoes.
	+ 48,000 XP is required for a lionfish to evolve into any of those animals.
* Lionfish drop meat upon death.
* As a lionfish, friendly fire is turned off for other lionfish: meaning you cannot damage them nor be damaged by them.

## Abilities

### Passive Abilities

* You inflict poison to the target on contact for 6 seconds.
* Is not slowed down by coral fans or table corals.

### Active Abilities

The poison effect does not affect other poison-immune animals, like Stonefish. It will still damage them, however.

## Suitable Biomes

* The suitable biome for the lionfish is the ocean.
	+ If a lionfish enters the ocean surface, it will lose oxygen.
	+ If a lionfish enters the arctic, it will lose temperature.
	+ If a lionfish enters the arctic surface, it will lose oxygen and temperature.
	+ If a lionfish enters the deeeep, it will lose pressure.
	+ If a lionfish enters the swamp, it will lose salinity.
	+ If a lionfish enters the swamp surface, it will lose oxygen and not regenerate salinity.

## Trivia

* The Lionfish, along with the Humpback Whale are the only two known animals that can damage and kill Ghosts, as Lionfish's charged ability hurts and poisons them and Humpback Whale's *Ruin* song directly damages them.

## Diet

This is a complete list of food that lionfish can eat.

## Hiding Places

This is a complete list of terrain that lionfish can hide in.
Buildings/de

Gebäude in Kingdoms and Castles können in vier Hauptgruppen unterteilt werden: Burg, Stadt, Versorgung und Industrie.
Nachfolgend finden Sie eine Liste aller bekannten Gebäude in Kingdoms and Castles.

## Liste der Gebäude

### Burg

* Bergfried
* Steintor
* Holzblock
* Steinblock
* Bogenschützenturm
* Turmballiste
* Schatzkammer
* Waffenkammer
* Große Halle
* Graben
* Kaserne

### Stadt

* Straße
* Brücke
* Steinstraße
* Kleine Hütte
* Brunnen
* Haus
* Gutshof
* Kirche
* Bibliothek
* Stadtplatz
* Taverne
* Krankenhaus
* Pier
* Lord Levi
* Königin Barbara

### Versorgung

* Feld
* Obstgarten
* Kleiner Getreidespeicher
* Getreidespeicher
* Windmühle
* Bäckerei
* Markt
* Schöpfrad
* Aquädukt
* Reservoir

### Industrie

* Steinbruch
* Förster
* Kleines Lager
* Lager
* Köhlerei
* Eisenmine
* Schmied
* Maurer
* Felsentfernung
Chamber of War

The **Chamber of War** is a type of Castle building in *Kingdoms and Castles*.

The Chamber of War unlocks the Ballista, Barracks, Archer School and Moat.

Hazard Pay is enacted at the Chamber of War, costing 50 gold to start up and during which all military forces to inflict double damage for four times upkeep cost.

Placing your first Chamber of War will upgrade the look of your Keep, making it appear more formidable. This is a purely aesthetic change.

### History

* Fixed issue where you could get more than three generals by destroying and rebuilding chamber of war.

Beta Version 3 - June 16th, 2017

* Chamber of War now appoints Generals
Creative Mode Update

The **Creative Mode** Update is a major update released on **April 19, 2018**

It features customizable maps, Custom Banners and more.

It was released as **Version 110**.

## Additions and Changes

### Balance Changes

* Attack Towers' ranges stop increasing after 8 blocks high.
* Libraries cost more gold to build (from 30  Gold to 75  Gold.)

#### **Creative Mode Features:**

1. Map Editing.
2. Ability to change Spawn settings.
3. Ability to Spawn anything.
4. Custom Banners

* Armies can now target ogres
* Armies do double damage to ogres.
* Added option to open or close a Dock to foreign Merchant Ships.
* Added new attack tower range indicator.
* Added the ability to rename Transport Ships.
* Added more new sound effects.
* Added Portuguese, Spanish, and Dutch localization.

### Bug Fixes

* Fixed issue where it looked like armies weren't damaging ogres at 3x speed.
* Fixed storage calculation issue with Stockpiles and Docks.
* Re-tune Viking invasion progression, will also appear a little earlier.
* Fixed input boxes mysteriously taking keyboard focus.
* Other small optimizations.
Treasure Room

The **Treasure Room** is a type of Castle building in *Kingdoms and Castles*.

Treasure Rooms allow your kingdom to tax its Peasants and collect Gold. Every Treasure Room built increases the amount of  Gold the player can hold by 1,000  Gold.

Placing the map's first Treasure Room on the map will upgrade the look of the Keep, making it more formidable. This change is purely aesthetic.

If a Treasure Room is destroyed, the  Gold stored in it is lost.

Note that the Tax Collectors can be fired by closing all Treasure Rooms from the Job Priority or Building menus which frees up the workers, but doesn't stop gold from being collected automatically; however, the collection rate will be reduced to 50% if it is not fully staffed. This may be patched in the future.

## Taxation (outdated)

The tax rate can be set at 5% intervals anywhere between 0% and 30%.

* A Hovel generates 1.25  Gold per 5% tax rate (0, 1.25, 2.5, 3.75, 5, 6.25, or 7.5 gold per year)
* A Cottage generates 2.5  Gold per 5% tax rate (0, 2.5, 5, 7.5, 10, 12.5, or 15 gold per year)
* A Manor generates 6.25  Gold per 5% tax rate (0, 6.25, 12.5, 18.75, 25, 31.25, or 37.5 gold per year)

Increasing the tax gradually lowers the household happiness in the kingdom by a varying amount per tax rate.

* Tax rate of 0% does not provide any penalty.
* Tax rate of 5% is a penalty of 3  Happiness in each Hovel, Cottage, and Manor on the same landmass
* Tax rate of 10% is a penalty of 7  Happiness per residence
* Tax rate of 15% is a penalty of 12  Happiness per residence
* Tax rate of 20% is a penalty of 18  Happiness per residence
* Tax rate of 25% is a penalty of 30  Happiness per residence
* Tax rate of 30% is a penalty of 40  Happiness per residence

New kingdoms established on islands by building an Outpost can't collect taxes from local households until a Treasure Room is built on the same island as the Outpost.

Tax rates are based on an occupied home's residence type, not the current population. A Manor with one person will have the same tax output as a full Manor. Effectively divided from a full peasant home, peasants are charged 0.25 in Hovels, 0.2083 (repeating 3's) in Cottages, and 0.25 in Manors per 5% tax rate. Hovels and Manors are more efficient to tax per peasant.

Aside from underpopulated wage-heavy areas, 10%-15% is usually reasonable after the buildings are constructed. Temporarily increasing the taxation amount just long enough to construct something, especially prior to a Raid, will not have long-lasting effects on even moderately happy populaces - just remember to reduce the tax rate to a more reasonable level again afterward!

### History

* Renamed Throne Room to Treasure Room, which now stores 1000 gold each
Archer School

The **Archer School** is a type of Castle building in *Kingdoms and Castles*.

## Overview

Added in the Warfare Update, the Archer School trains Archer Squads to defend the kingdom. It can only be constructed once you have a Chamber of War.

An Archer Squad is composed of 1 leader and 16 troops. Multiple squads can be queued up for production. It costs 2  Gold and 1  Armaments to train one Archer and thus a full Archer Squad costs 34  Gold and 17  Armaments.

Maintaining an Archer Squad requires 7  Gold in wages per year. Archers do not count towards the kingdom's population.

## Archers

An Archer Squad has a total of 31 hit points: 15 for the leader and 1 for each soldier. Archers have an attack range of 5 tiles.

### Usage

* Left-clicking selects a unit. Left-click again to deselect. Drag, Ctrl+Left-click, or Shift+Left-click to select multiple units.
* Right-click a location to move there. The Archers will hold position and engage enemies that move into range. They will not pursue if their opponents move out of range.
* Alternatively, right-click a target to have the Archers pursue until it is destroyed. They will then default to holding position.
* Similar to Archer Towers, Archers gain increased range from elevation. Use Castle Stairs to give them access to walls. Each level of elevation appears to give Archers an extra 0.8 tiles of range, for a maximum range of 13 tiles on a tower 10 blocks tall.

* Leaders and soldiers slowly recover lost hit points automatically, but dead soldiers must be replaced with fresh recruits. Select a depleted unit and choose "Replenish" from the pop-up box to have it return to the nearest Archer School for replenishment.

* Select a unit and choose "Disband" from the unit pop-up box to delete the unit and return 16 Peasants and 16  Armaments.

## Notes

* Armaments are forged by a Blacksmith.
* You may train up to 60 Archer squads.
Great Library

The **Great Library** is a type of Town building in *Kingdoms and Castles*.

 Happiness | 7  Happiness

Added in the Grand Buildings Update, the Grand Library is a larger and more costly version of a Library. A Library has to be built before a Great Library.

The Great Library adds +7  Happiness in a radius of 5 squares, degrading to +1  Happiness over the 12 tile radius.

In addition, the Great Library increases the maximum knowledge by +3 of all Libraries within its radius of 12 squares. This does not stack with itself nor degrade with range.

## Research

The Great Library can be used to buy Research, which will improve the productivity of your kingdom. The Great Library must have employed Librarians in order to perform the Research. The effects of the Research are permanent, even if the Great Library is deconstructed or destroyed. This Research applies to all islands.

 Armor Piercing Ballista Technology | Increase Ballista Tower damage by 25% | 1,300  Gold
Swineherd

The **Swineherd** is a type of Food building in *Kingdoms and Castles*.

Added in the Fish and Pigs Update, the Swineherd produces pork. The pigs in the Swineherd need Wheat to survive, consuming up to 30 per year, with a storage of 50 Wheat. Pigs can starve if there is not a stable food supply, just like Peasants.

Gives a -5 Happiness debuff when too close to homes (in a radius of 2 tiles) .

#### Usage

The Pork can work along with Fish to help get your Peasants healthier, which is the main reason to use Swineherds.

A Butcher can quadruple the output of a Swineherd if tools are available, with an output of 4  Pork per 1  Pork + 1  Tools.
Kingdoms and Castles Wiki/es

¡Bienvenido a la Wiki oficial de Kingdoms and Castles!Welcome to the Official Kingdoms and Castles Wiki
Las páginas y referencias de Kingdom and Castles son escritas y mantenidas por los propios jugadores.
No dudes en ayudar expandiendo artículos o añadiendo algunos nuevos.

Actualmente, mantenemos 814 pages (167 articles).

Kingdoms and Castles
Kingdoms and Castles es un videojuego desarrollado por Peter Angstadt y Michael Peddicord del equipo de Lionshield Studios. El juego fue lanzado el 20 de Julio de 2017, y está inspirado por *Simcity,* *Banished*, y Stronghold. En Kingdoms and Castles, el jugador debe centrarse en establecer y hacer crecer un reino, comenzando con una pequeña aldea y pudiendo llegar hasta una enorme ciudad con un imponente castillo.

Tu reino debe sobrevivir en un mundo vivo, peligroso y en constante cambio. ¿Los asaltos vikingos atemorizan a tus ciudadanos? ¿O son rechazados por tus arqueros y murallas? ¿Un dragón ha incendiado tus graneros y campos de cultivo? ¿Tus ciudadanos se mueren de hambre? ¿O eres capaz de imponerte a todo esto? La prosperidad de tu reino depende de tí, de tus habilidades como líder y de tu estrategia de construcción. [Read more...]

Gameplay

* Buildings
* Resources
* Farming
* Achievements
* Guides

* FAQ's
* Developers
* System Requirements
* Updates

Featured images
mw.loader.load('ext.slideboxlightshow');*

Videos

*See more videos*

Twitter
Tweets by @kingdomscastleswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 814 pages (167 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Kingdoms and Castles Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.
Fishmonger

The **Fishmonger** is a type of Food building in *Kingdoms and Castles*.

Added in the Fish and Pigs Update, the Fishmonger uses 1  Tools and 1  Fish to create 4  Fish.

One of the workers collects 1  Charcoal each trip.

Up to three of the workers collect 3  Food (Fish) each trip.

Gives a -5 Happiness debuff when too close to homes (in a radius of 2 tiles) .

November 13, 2019 Bug: Fishmongers will continue to collect fish well after their storage has reached capacity, the excess being destroyed.
Fountain

The **Fountain** is a type of Town building in *Kingdoms and Castles*.

Added in the Beautification Update, Fountains provide up to +7  Happiness in a radius of 8 tiles, decreasing in effect after 4 tiles.

Fountains can only be built on cleared, irrigated land tiles and piers. Fountains can not be built on water tiles.
Town Square

The **Town Square** is a type of Town building in *Kingdoms and Castles*.

 Happiness | +3  Happiness (2 tiles)
+2  Happiness (8 tiles)

Town Squares increase happiness in nearby Hovels, Cottages and Manors in a 14 tile radius.

## Festivals

**Festivals** are events that can be thrown in the Town Square for 50  Gold.

**Benefits:**

Festivals add +15  Happiness for the kingdom during the Festival.

Higher chance for more Peasants to move in to your kingdom, assuming there is housing space for them.

**Notes:**

The town square counts as a road connection for houses. So houses don't need to connect to a road to get the happiness benefit if they are adjacent to the town square.
Archerfish

The **Archerfish** is a tier 6 animal.

 Credits

## Mechanics

* Seagulls, Seals, Ducks, Bats, and Barreleyes evolve into Archerfish.
	+ 24,000 XP is required for any of those animals to evolve into an Archerfish.
* Archerfish evolve into Frogfish, Sea Otters, Beavers, Anglerfish, Gulper Eels, Penguins, or Snakes (player-determined).
	+ 30,000 XP is required for an Archerfish to evolve into any of those animals.
* Archerfish drop meat upon death.
* Friendly fire is turned off for other Archerfish and Whales: meaning you cannot damage them nor be damaged by them.

## Abilities

### Active Abilities

* Charge your boost fully to collect water in your mouth. This does not use a boost. When charging your boost again, you will be slowed by 75%. Release the mouse to fire the water as a projectile. Anything hit by this will take 70 damage,
	+ If the target is out of water, It will get stunned for 2500ms, and you will get +40% speed boost for 2500ms

## Suitable Biomes

* The suitable biome for the Archerfish is the swamp.
	+ If an Archerfish enters the arctic, it will lose temperature and salinity.
	+ If an Archerfish enters the arctic surface, it will lose temperature and oxygen.
	+ If an Archerfish enters the deeeep, it will lose pressure and salinity.
	+ If an Archerfish enters the ocean, it will lose salinity.
	+ If an Archerfish enters the ocean surface, it will lose oxygen.
	+ If an Archerfish enters the swamp surface, it will lose oxygen.

## Diet

This is a list of food that Archerfish can eat.

## Hiding Places

This is a complete list of terrain that rays can hide in.
Kingdoms and Castles Wiki/Section 4

Wiki Community
We are currently maintaining 814 pages (167 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Kingdoms and Castles Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.
Food

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

*This article is a stub. You can help Kingdoms and Castles Wiki by expanding it.*

**Food** is a category of Resources in the game *Kingdoms and Castles*.

## Obtaining

### Notes

In-game, food produced by farms is not distinguished as Wheat.

Food produced by Bakers is indistinguishable from Food.

## Uses of Food

* Market workers move food from the nearest Food storage building to the Market
* Heads of Households take food from the nearest Food storage building to their homes
* Each Peasant eats one Food per year stored in their home
* Taverns use 14  Food per year
Stone Gate/de

*Dieser Artikel ist ein Entwurf. Helfen Sie Kingdoms and Castles Wiki, indem Sie ihn erweitern.*

 Beschreibung | "Erlaubt es Einwohnern, in die Stadt zu gelangen, aber sperrt Feinde aus."

Das Stone Gate/de ist Teil der Festungsanlagen - es muss an Wegen gebaut werden und kann bei Gefahr verschlossen werden.
Easter eggs

## Cool tricks!

If you go to the bottom right of the main screen, click on the languages, and click on "Pirate", "Bork, Bork, Bork", or "Hacker", you'll get a pretty good laugh.

## Lag

Before pressing the "play" button, press the three dots on the top right of the screen. reduce "zoom" to 50 or 25, then play. it will lag a ton.
Mainpage/draft

**I am a box in the left column, currently set to 100 pixels tall.**

Your wiki's title and welcome message could go here, or a cool title image. (The box is optional.)

**I am a sentence in the left column.**

**I am a box containing content in the left column.**

This set of **main page <tags/>** allows for easier main page design and is the recommended method of creating layouts for main pages.

Using the following tags, you can create a main page that will work with the ad and will be compatible with any future changes Fandom may need to make to the main page layouts.

```
<mainpage-leftcolumn-start />

content the left column

<mainpage-endcolumn />

<mainpage-rightcolumn-start />

content in the right column

<mainpage-endcolumn />

```

## How to use the tags

 File:Main page tags editor.png
The "leftcolumn" tag starts the fluid width left column, and comes first:

```
<mainpage-leftcolumn-start />
```

The left column is ended by:

```
<mainpage-endcolumn />
```

Next, the following starts a 300px wide right column:

```
<mainpage-rightcolumn-start />
```

The right column is ended by:

```
<mainpage-endcolumn />
```

After the end of the rightcolumn tag you can place anything you wish, and make them 100% page width. (Please note this is recommended against, especially on shorter pages.) However, you will need to add the following to ensure it appears below the columns:

```
<br style="clear:both;"/>
```

**I am a 300x250px or a 300x600px box in the right column.** Fandom's ad will go here.
**I am a sentence in the right column.**

This is a Featured Image

File:Greece-0723.jpg
**I am a very long sentence in a box with a height of 500px in the right column.** Any sort of wiki content could go here -- a featured article or picture, a list of popular categories, an embedded widget, a video or poll or calendar -- anything you like.

**I am a sentence in a full-width box beneath both columns**
ja:
Voltaic Alligator

**Voltaic Alligator** is a Creature in Nightbanes.

## Abilities

Voltaic Alligator's first ability is Discharge, dealing 1 damage.

Its second ability is Backlash, dealing 1 damage.

Its third ability is Toughness, reducing damage by 1.

## How to get

You obtain this card by evolving 8 Electric Eel and 8 Sewer Alligator with 4000 Blood Pearls in the Evolution Shop.
Hamlet Guide

A Hamlet is a Kingdom with 1 to 24 Peasants in *Kingdoms and Castles*.

A Hamlet is established by placing the Keep.

## Placing the Keep

The Keep should be placed near:

* Trees for  Wood
* White rocks for  Stone
* Fertile (light green) or Very Fertile (dark green) land for Farming

Brown rocks for  Iron should be within a reasonable distance or at least one the same land mass.

The Keep has a small storage area on one side. This storage area should be facing the same side as the Fertile/Very Fertile land. This is so farmers have a short of distance as possible to travel in order to store Food after the harvest.

Placing the Keep gives you

* 5 Peasants
* 15  Wood
* 35  Food

## First Steps

1. Pause the game
2. Build a Road extending from the Keep and build two Hovels
3. Unpause the game
4. Cut down Trees to gather 15  Wood to build a Quarry, and additional wood to build roads to the Quarry
5. Build either 1 Farm per Hovel or an Orchard
6. Build a Forester after gathering 15  Wood and 5  Stone
7. Build a Charcoal Maker after building the Forester
8. Build a Well after gathering 5  Wood and 10  Stone that covers the Hovels
9. Build 3 more Hovels so you have room for at least 25 Peasants so the Hamlet can grown into a Small Village
10. Build another Orchard or additional Farms so you are producing enough Food to feed all the Peasants
11. Build additional Wells as needed to reduce the risk of fires

Try to build residential and Town buildings on Barren land and saving the Fertile/Very Fertile land for Farming.

At least a couple of Peasants will try to move to the Kingdom during Year 1. You need the two Hovels so you have room for them.

## Farming

 Orchard | 15  Wood | 22  Food | 3

One Farm is enough to feed one Hovel. However, Farms can flood so at least one additional Farm should be built to cover potential Food losses due to flooding.

An Orchard is almost enough to feed an entire Hamlet. Orchards never flood so you don't have to worry about Food losses.

6 Farms require 18  Wood to build and 6 workers to grow 30  Food with potential losses.
An Orchard requires 15  Wood and 3 workers to grow 22  Food with no losses.

Building an Orchard plus a Farm is probably the most stable way to produce Food for a Hamlet.

## Expanding the Hamlet

Once you have at least 25 beds, the Hamlet should quickly grow into a Small Village.

See: Small Village Guide.
Sea Lion

The **Sea Lion** is a tier 8 animal.

## Mechanics

* Tier 7 animals evolve into sea lions.
	+ 36,000 XP is required for a tier 7 animal to evolve into a sea lion.
* Sea lions can evolve into leopard seals or narwhals.
	+ 42,000 XP is required for a sea lion to evolve into any of those animals.
* Sea lions drop meat upon death.
* As a sea lion, friendly fire is turned off for other sea lions: meaning you cannot damage them nor be damaged by them.

## Suitable Biomes

* The suitable biomes for the sea lion are the arctic and ocean.
	+ If a sea lion enters the ocean, it will lose oxygen; however it can swim and its oxygen time is long enough for this to not matter.
	+ If a sea lion enters the arctic, it will lose oxygen; however it can swim and its oxygen time is long enough for this to not matter.
	+ If a sea lion enters the deeeep, it will lose oxygen and pressure.
	+ If a sea lion enters the swamp, it will lose oxygen and salinity.
	+ If a sea lion enters the swamp surface, it will not regenerate salinity.

## Diet

This is a complete list of food that sea lions can eat.

## Hiding Places

This is a complete list of terrain that sea lions can hide in.
Fishing Hut

The **Fishing Hut** is a type of Food building in *Kingdoms and Castles*.

Added in the Fish and Pigs Update, the Fishing Hut houses a single **Fishing Boat** which sails around collecting fish and returns to the fishing hut every year or so, collecting 0-5 fish. The building mentions the number of fish caught last year, but as of release is not always completely correct.

November 13, 2019 Bug: The location of the collected fish remains the same regardless of the building orientation. Changing away from the default orientation will leave collected fish hanging in strange spots.

November 13, 2019 Bug: Fish caught last year is not always correct.
Giant Siphonophore

The **Giant Siphonophore** is an unplayable animal that spawns randomly in the deeeep. It is based on its real-life counterpart, the *Praya dubia*.

## Mechanics

* The Giant Siphonophore roams around randomly, and can navigate through tunnels in the deeeep.
* The Giant Siphonophore spawns with 10 body segments. The yellow part of the siphonophore is the only part an animal can damage.
* The Giant Siphonophore grants meat upon death.
* Destruction of a body segment drops 3 pieces of meat, and causes the next body segment to turn yellow.
	+ If all body segments have been destroyed, the head of the siphonophore turns yellow.

## Abilities

### Passive Abilities

* If an animal attempts to touch the blue parts of the Giant Siphonophore, they will be poisoned.
* The Giant Siphonophore gains a speed boost if the yellow body segment or the blue head is attacked.
* Each body segment gone increases the speed of the Giant Siphonophore.

## Suitable Biomes

* The suitable biome for the Giant Siphonophore is the deeeep.
	+ If a giant siphonophore enters the ocean or the arctic, it will lose pressure, however since it can navigate itself back into the deeeep, it doesn't matter.
	+ If a giant siphonophore enters the swamp, it will lose pressure, however since it can navigate itself back into the deeeep, it doesn't matter.

## Diet

The Giant Siphonophore doesn't eat anything, as it is an AI.

## Hiding Places

The Giant Siphonophore cannot hide anywhere, as it is an AI.
Dragonfish

The **Dragonfish** is a tier 8 animal. It is based on its real life counterpart, the Black Dragon, *Idiacanthus atlanticus.*

## Mechanics

* Tier 7 animals evolve into dragonfish.
	+ 36,000 XP is required for a tier 7 animal to evolve into a dragonfish.
* Dragonfish can evolve into oarfish or frilled sharks or wolf eels(in open beta).
	+ 42,000 XP is required for a dragonfish to evolve into any of those animals.
* Dragonfish drop meat upon death.
* As a dragonfish, friendly fire is turned off for other dragonfish: meaning you cannot damage them nor be damaged by them.

## Abilities

### Active Abilities

Clicking will cause you to dash forward and deal 25% more damage to animals you hit.

## Suitable Biomes

* The suitable biome for the dragonfish is the deeeep.
	+ If a dragonfish enters the ocean, it will lose pressure.
	+ If a dragonfish enters the ocean surface, it will lose oxygen and pressure.
	+ If a dragonfish enters the arctic, it will lose pressure.
	+ If a dragonfish enters the arctic surface, it will lose oxygen and pressure.
	+ If a dragonfish enters the swamp, it will lose pressure and salinity.
	+ If a dragonfish enters the swamp surface, it will lose oxygen, pressure, and it will not regenerate salinity.

## Diet

This is a complete list of food that dragonfish can eat.

## Hiding Places

This is a complete list of terrain that dragonfish can hide in.
System Requirements

The following tables indicate the minimum and recommended specifications required in order to run the game on your PC.

Please bare in mind that this information does not include other general requires, such as peripherals (mouse, keyboard, speakers etc) to be able to play the game.

## MAC OS X

The following table outlines the minimum and recommended system requirements for running the game on Mac OS.

 **Processor (CPU)** | Intel Core 2 Duo - 2.0GHz
 **Memory (RAM)** | 4GB
 **Graphics (GPU)** | * nVIDIA GeForce GTX 260 256 MB
* ATI Radeon HD 5670 256 MB
* Intel HD Graphics 4600
 **Storage** | 1GB of available storage

## Windows

The following table outlines the minimum and recommended system requirements for running the game on Windows OS.

 **Processor (CPU)** | * Intel Core 2 Duo - 2.0GHz
* AMD Athlon 64 X2 6400+ - 2.5 GHz
 **Memory (RAM)** | 4GB
 **Graphics (GPU)** | Please note: DirectX 11 required
* nVIDIA GeForce GTX 260 256 MB
* ATI Radeon HD 5670 256 MB
* Intel HD Graphics 4600
 **Storage** | 1GB of available storage

## SteamOS + Linux

The following table outlines the minimum and recommended system requirements for running the game on SteamOS & Linux.

 **Processor (CPU)** | * Intel Core 2 Duo - 2.0GHz
* AMD Athlon 64 X2 6400+ - 2.5 GHz
 **Memory (RAM)** | 4GB
 **Graphics (GPU)** | * nVIDIA GeForce GTX 260 256 MB
* ATI Radeon HD 5670 256 MB
* Intel HD Graphics 4600
 **Storage** | 1GB of available storage
Firefly

**Firefly** (also known as **NPC fish**) are NPC animals.

 Credits

## Mechanics

* There are no animals that evolve into Firefly or from Firefly, as they are NPC animals.
* Firefly do not drop any meat, but instead yield 500 XP upon being eaten.
* Firefly cannot damage anything.

## Trivia

* If you eat a Firefly as an octopus, you will disguise as them - this is the closest you can get to being able to play as a Firefly
Polar Bear

Credits

The **Polar Bear** is a tier 10 animal.

## Mechanics

* Leopard seals evolve into polar bears.
	+ 48,000 XP is required for a penguin to evolve into a leopard seal.
* Polar bears do not evolve into any other animals, as they are one of the latest animals.
* Polar bears drop meat upon death.
* As a polar bear, friendly fire is turned off for all tier 1 animals: meaning you cannot damage them nor be damaged by them however the snowball can stun or slow them.
* Lamprey is immune to snowballs, it will just pass through them without any stun.

## Abilities

### Passive Abilities

* You can walk on islands and glaciers.
* You can burrow through glaciers and arctic islands.

### Active Abilities

If you hit an animal while they're stunned, they will bleed.

## Suitable Biomes

* The suitable biomes for the polar bear are the arctic and the arctic surface.
	+ If a polar bear enters the ocean, it will lose oxygen and temperature.
	+ If a polar bear enters the ocean surface, it will lose temperature.
	+ If a polar bear enters the arctic, it will lose oxygen; however it can swim and its oxygen time is long enough for this to not matter.
	+ If a polar bear enters the deeeep, it will lose oxygen, temperature, and pressure.
	+ If a polar bear enters the swamp, it will lose oxygen, temperature, and salinity.
	+ If a polar bear enters the swamp surface, it will lose temperature and it will not regenerate salinity.

## Diet

This is a complete list of food that polar bears can eat.

## Hiding Places

Polar Bears cannot hide anywhere as they are a tier 10 animal.

## History

This section highlights all the changes made to the polar bear in documented updates so far. A full changelog can be found here.

 April 15th, 2017 | Polar Bear stun duration now varies from 0.5 seconds to 2 seconds, depending on the distance of the hit.
If a polar bear hits an animal while it's stunned, the latter will start bleeding.
Forums

The forums (called as Forum in deeeep.io) are where players can create posts and comments, as well as upvote or downvote them, essentially making the Forums a built-in Reddit (albeit without being able to post images, skins for animals, art, etc.)

A notable feature of the forums is that there is a forum for each language available to choose in the Settings. However, many language options don't have a forum.

## Categories

The forums offers 5 different categories, which you can use one to tag your post with.

* **General**, which is the default tag for posts.
* **Bug**, used for posts talking about glitches or errors in the game.
* **Suggestion**, used for posts suggesting a feature or change for the game.
* **Question**, used for posts just consisting of a question.
* **Humor**, used for joke posts.

There is also the Pinned tag, which only Moderators and Administrators can assign to posts.

### User Roles

Some Deeeep.io players have "roles" that signify their status in the forums:

* Banned user: this player is banned from the Forums, but NOT deeeep.io entirely.
* Moderator: this player is a moderator, however besides being able to pin posts, it is unknown what they can actually do
* Administrator: only fedeio is known to have it, however, like the Moderator role, it is unknown what the role actually does

## History

The earliest post made in the English Forum is https://beta.deeeep.io/forum/en/246, which was made by fedeio and was pinned. However, it was deleted and unpinned, presumably by a hacker (pi). It is still accessible with the link above, and the comments are also still available.
Bugs

## note

This article is a full list of the bugs that have existed troughout the game's history; if you want to see only the current bugs, see Glitches.

## Current bugs

this is a list of bugs in the reef update and have not been fixed yet. (however, the deeeep.io team is working on a new update so this may update pretty soon)

anaconda the anaconda will become smaller while constricting, this will last until
the manta ray is free or you kill the manta ray, but in 1v1 the bug lasts
 safe jelly bug | coming soon | A Lion's Mane Jellyfish that isn't poisonus to all animals, so
 Auto-stunned bullfrog bug | Coming soon | Sometimes when launching a projectile as a Goliath Bullfrog not
 Sticky wall bug | Coming soon | Sometimes when swimming close to a wall, you suddenly get stuck on it and
 anaconda coil bug | Coming soon | In pearl defense, if an anaconda constricts and anilmal near the ground, some times a ghost coil appears!

* For further reading, see Glitches

## Fixed bugs

This is a list of fixed bugs and the udate where they existed.

### Reef update (beta testing)

 Fliyng whale bug | coming soon | In TFFA, if you are a Whale ad you're near the giant volcano, the current will make you able to cling into air and fly!
Animal Page (Template)

**Important Note:** This is a template page for trying to make all animals pages allike. This text not should not be copied to other pages. This page is were formmatting changes that should be applied to all animal pages should be made. And obviously the deeper is not a real animal in-game. Check the talk page too!

 Credits

The **Deeper** is a tier 10 animal.

## Mechanics

* Young Deepers evolve into Deepers.
	+ 48,000 XP is required for a Young Deeper to evolve into an Deeper.
* Deepers do not evolve into any other animals, as they are tier 10s
* Deepers drop meat upon death
* As a tier 10, friendly fire is turned off for all tier 1 animals: you cannot damage them nor be damaged by them

## Suitable Biomes

* The suitable biomes for the orca are the ocean and the arctic
	+ If an Deeper enters the ocean, it will lose oxygen.
	+ If an Deeper enters the arctic, it will lose oxygen.
	+ If an Deeper enters the deeeep, it will lose oxygen and pressure.
	+ If an Deeper enters the swamp, it will lose oxygen and salinity.
	+ If an Deeper enters the swamp surface, it will not regenerate salinity.

## Diet

This is a complete list of food that Deepers can eat:

## Other Information

### Skins

 Image
 Description
 Other Information

### Trivia

Trivia and only trivia will be added here (no tips!)

## History

This section highlights all the changes made to the orca in documented updates so far. A full changelog can be found here.
Leveling up Tips

## *There are many different paths you can take when leveling up to Tier 10. Here are some of the fastest and most effective:*

### **Lampreys**

You can stay as a lamprey, attach to a max rank host, and afk farm food that way. This is one of my main strats and I use it all of the time. Remember not to level up until you have enough xp to cruise straight to rank 10.

**Piranhas**

One of the most popular and fastest ways to evolve is to use the animal Piranha. Just keep boosting and leveling up on the Piranha tree until you get to tier 10. Try killing sardines and small animals for quick and easy XP. For low risk and reward, don't evolve past tier 6 as you will not be able to eat algae (ground food.) Otherwise, evolve to T7 to swarm an animal you can kill, and evolve into any tier 10s.

### **Ray**

The Ray is a great way to farm up XP. It is one of the few animals can thrive in **any** biome (except losing oxygen in surface) and has a very effective way of avoiding attacks (when the face is in contact with a seabed, the Ray will become hidden, even if the Ray is being attacked, unlike the squid). The Ray also has good stats for a T6 (500 health, 100 damage). You can use any path to level up to Ray. Once you've become a Ray, farm floorballs on the ocean floor. Continue farming as Ray without leveling up to T7 (although, if you insist, choose Penguin as it is the only T7 that can eat floorballs). You can continue to farm as a Ray until you've reached enough XP to level up quickly to T10 (this varies). Note that animals T7 and below are neutral, meaning you can still become any T10 you'd like with them. After your choose your T8 animal, your T10 choices will be limited based on the animal you selected. And have Good Luck!

### Catfish

Find regions with a lot of plankton, and suck in them using your ability. Great in farming XP but you are vulnerable to most animals, so staying close to broken trees is a good idea.

### Frogfish

Similar to Catfish, but two differences other than the Catfish lives in the swamp and the Frogfish lives in the ocean:

1. Sucking consumes you a boost, and sucking bottom algae is a decent option to regenerate these boosts.
2. Instead of hiding in broken trees, stay on the ground and disguise as a coral to hide.

### Bobbit Worm

A safer but slower substitute of Ray. However, remember you will now lose salinity in the swamp.
A extremely fast way to get xp is to sweep the icebergs at the bottom of the arctic because plankton spawn instead of algae.
(Click here to go back to tips)
Aqueduct

The **Aqueduct** is a type of Food building in *Kingdoms and Castles*.

Added in the Infrastructure Update, Aqueducts are structures capable of moving  Fresh Water from a Noria to a Reservoir to provide irrigation.

Aqueducts can be built on top of Piers and Roads, but can't be built on top of Bridges or Drawbridges.

Aqueducts can also be built above Wells, Hovels and Farms, but not Orchards. Also wells, small fountains, small markets, charcoal makers, and large and small produce storage.

Aqueducts can be built through walls (before or after construction), but not gatehouses. (The wall doesn't carry the water, an Aqueduct pier built inside it does.) If you want to, you can overlay your walls and aqueducts.

## Irrigation

Irrigation requires at a minimum a tile of  Fresh Water, a Noria, and a Reservoir.

Fresh water can be moved a maximum of 24 tiles by a Noria through any combination of **Aqueducts** and Reservoirs. A Reservoir built in the 17th tiles provides irrigation.

A Noria can push water in three directions and the 24 tile limit applies to all combinations of directions. For example, a Noria can push water a total of 8 tiles in any 3 directions and have working Reservoirs in the 9th tiles. If a Noria pushes water in three directions, it can push water a maximum of 8 tiles to each side and 9 tiles in front with working Reservoirs in the 9th tile on the sides and the 9th tile in front.

A correctly operated Reservoir applies the 'irrigated' status to ***any*** land tiles:

* You can build a Farm or Orchard on  Barren Land, although the irrigated Barren land tiles don't provide a Fertility bonus
* Farms get a +1  Food bonus
* Orchards get a +4  Food bonus (+1 Food per tile)

The irrigated status does not stack with several reservoirs, but the irrigation status does stack with the Farm production bonus from Windmills.
Armour

**Armour** is an attribute.

## Armour mechanics

Armour is a factor which is reducing damage taken by animal in animal-specific percentage. For exmaple, in animal has 50% armour, and takes 200 damage, only 100 would be actually taken. There are some animals without armour (actually their armour is 0). In Snow and Below Beta, armour is displayed near the animal's XP bar as a small gray shield.

Armour penetration is a attribute which is reducing armour when animal takes damage.

```
Armour(%) - Armour penetration(%) = % of damage blocked

```
Cargo Ship

The **Cargo Ship** is a type of Maritime building in *Kingdoms and Castles*.

Added in the Merchants and Ports Update, Cargo Ships can only be built when there are at least two Docks also built.

If all Docks are destroyed or demolished, or only a single Dock remains, Cargo Ships can't be built until there's at least a second Dock.

Transport Ships carry up to 270 of any combination of Food, Wood, Stone, Charcoal, Iron, Tools, and Armaments.

By comparison a Dock can store up to 630 of any combination of the same resources as a Cargo Ship. Small Stockpiles can hold up to any combination of 240 of the same resources except for Food while Stockpiles can hold up to 990 of the same types of resources as Small Stockpiles.

Cargo Ships pick up food or resources from a Dock and does a drop off at another Dock. This allows you to have a colony halfway across the map and keep it supported by your mainland industry.

Cargo Ships can automatically move resources between multiple Docks.
Seagull

The **Seagull** is a tier 5 animal.

## Mechanics

* Tier 4 animals evolve into seagulls.
	+ 18,000 XP is required for a squid to evolve into a seagull.
* Seagulls evolve into a Tier 6 Animals
	+ 24,000 XP is required for a seagull to evolve into a tier 6 Animals
* Seagulls drop meat upon death.
* As a Seagull, friendly fire is turned off for other Seagulls, Pelicans, Oarfish, and Whales: meaning you cannot damage them nor be damaged by them.

## Abilities

### Passive Abilities

* You can hide in one type of tree if you stay still.
* You can fly as long as you are in the air. When you are in the water, you will lose oxygen and float upwards automatically.
* You can walk.
* Is not slowed down by coral fans or table corals.
* Bird Poop automatically spawns underneath you every 10 seconds.

### Active Abilities

* Boosting while walking causes you to ground attack.
* Charge boosting while walking causes you to jump.
* Boosting while not walking causes you to dash and deal 25% more damage to animals you hit.

## Suitable Biomes

* The suitable biomes for the seagull are the ocean surface and the swamp surface.
	+ If a seagull enters the ocean, it will lose oxygen.
	+ If a seagull enters the arctic, it will lose oxygen and temperature.
	+ If a seagull enters the arctic surface, it will lose temperature.
	+ If a seagull enters the deeeep, it will lose oxygen and pressure.
	+ If a seagull enters the swamp, it will lose oxygen.

## Diet

This is a complete list of food that seagulls can eat.

## Hiding Places

This is a complete list of terrain that seagulls can hide in.
Cathedral

The **Cathedral** is a type of Town building in *Kingdoms and Castles*.

 Happiness | +4  Happiness (Base)

Added in the Grand Buildings Update, the Cathedral is a larger and more costly version of a Church which provides +4  Happiness in a 16 tile radius (compared to a 9 tile radius for a church). A Church must be built first.

Vikings that get within a couple of tiles from the Cathedral may be converted to peasants. A successful conversion is shown by the Vikings getting struck by lightning. Ogres and Dragons cannot be converted by a Cathedral.

You can tithe gold to the Cathedral, but this has no apparent effect other than a message of thanks.
Infrastructure II Update

The **Infrastructure II** Update is a major update released on **January 23, 2019**

It added several new buildings and Twitch integration.

It was released as **Version 114**.

## Additions and Changes

### New Features

* New map generation algorithm for bigger maps.
* Added Wood Gates.
* Added Stone Bridges.
* Added Fire Brigade.
* Added Twitch integration.
* Tax rate changed to be a percentage.
* Windmill bonuses is a flat +3  Food per tile and no longer stacks.

### Other Improvements

* Added ‘Mac Compatibility Mode’.
* Optimization pass.
* Dragons kill fewer people.
* Stockpiles are treated as stone roads regarding peasant walk speed.
* Added dirt under the stone roads so they match up with regular roads/gardens better.
* Baker bakes faster.
* Right click now also deselects tower range UI.
* Prevent Viking ships from passing through Drawbridges.
* Display Charcoal Maker yearly output.
* Reduced costs on Castle Blocks.
* Tweak Ballista Tower and Archer Tower ranges.
* Reservoirs can be built away from Roads.
* Fix issue where Vikings spawned in creative mode wouldn’t always leave on their ships properly.
* Fix Mason not repairing walls.
* Fix case where Peasants could end up in deep water.
* Fix case where doctors could end up in deep water or floating in air.
* Fix Garden not receiving adjaceny bonuses if under Aqueduct.
* Fix armies not able to stand in Town Square.
* Fix not being able to build Castle Block on top of a Stone Gate that had a Garden underneath.
* Fix issue where delivery workers could carry their goods with them if they switched jobs.
* Other small fixes/tweaks
Statues

**Statues** are a type of Town Building in the game *Kingdoms and Castles.*

## Features

**Statues** can be built with  Stone and  Gold and provide houses within their radius with +3  Happiness.

Some statues have unique, magical powers associated with them.

A new player is able to build 3 different types of statues. However, if a player survives 250 years in survival mode, they permanently unlock an additional statue, Victory Valkyrie, which can be built in any other save of any difficulty.

## List of Statues

* Lord Levi
* Lord Nextraztus
* Queen Barbara
* Victory Valkyrie
Pollock

Credits

**Pollock** (also known as **NPC fish**) are NPC animals.

## Mechanics

* There are no animals that evolve into pollock or from pollock, as they are NPC animals.
* Pollock do not drop any meat, but instead yield 250 XP upon being eaten.
* Pollock cannot damage anything; oarfish cannot damage them.

## Behavior

The different forms of behavior that pollock engage in are on different priorities, the behaviors below are listed from highest priority to lowest.

* Moving away from player-controlled animals.
* Being in a school with other pollock.
* Staying within the arctic.
* Moving in seemingly random directions.

## Suitable Biomes

* The suitable biome for pollock is the arctic.
	+ If a pollock enters the ocean, it will lose temperature.
	+ If a pollock enters the ocean surface, it will lose oxygen and temperature.
	+ If a pollock enters the arctic surface, it will lose oxygen.
	+ If a pollock enters the deeeep, it will lose temperature and pressure.
	+ If a pollock enters the swamp, it will lose temperature and salinity.
	+ If a pollock enters the swamp surface, it will lose oxygen, temperature, and it will not regenerate salinity.

## Diet

This is a complete list of food that pollock can eat.

## History

This section highlights all the changes made to the pollock in documented updates so far. A full changelog can be found here.

 April 15th, 2017 | Fixed a bug with pollock not respawning.

## Trivia

* If you are a whale and you catch a pollock, others will come swimming towards you in order to get to their fellow group mate (due to how their AI works)
* If you eat a pollock as an octopus, you will disguise as them - this is the closest you can get to being able to play as a pollock.