|This article is about the current version of DF.|
Note: If temperature is turned off, none of the mentioned effects will occur.
When embarking in this region: If no river or ocean is available, it is hard to survive in this climate. Your only chance is to find a cave with water.
In extremely hot regions (above dwarves and livestock may die from the heat (specifically, the fat in their bodies will melt, causing them to bleed to death) if they remain outdoors for extended periods of time.),
Availability of water: Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.
When embarking in this region: Keep in mind that murky pools can still dry up from repeated usage, especially with large populations. Try to find an alternate water source if the region is dry.
Availability of water: Surface pools and rivers will freeze for part of the year. The length of the freeze varies: They may start out frozen, thaw sometime during spring, and remain liquid until winter, or they may start out liquid and freeze for only a month or so in winter.
When embarking in this region: If you lack a river, you can dig out a cistern in the non-freezing seasons. You can also use a source of heat (such as magma) to obtain liquid water. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that none of your dwarves find themselves suddenly submerged when the pools thaw later in the spring.
Availability of water: Surface pools and rivers are usually frozen but can thaw for a few months each year.
When embarking in this region: The same measures as in temperate biomes can be taken.
Availability of water: Surface pools and rivers remain frozen throughout the year in the majority of maps.
When embarking in this region:
- See the main article for more details.
In extremely cold regions (below dwarves and livestock may succumb to frostbite if they remain outdoors for extended periods of time. Goods left outdoors may experience wear at an accelerated rate. Embark goods should be stored below ground as soon as possible, and trade depots should be built below ground.),
Occasionally biomes may make claims to be hotter or colder than they really are. For example: some "Freezing" biomes may occasionally thawVerify.
 See also
|"Climate" in other Languages
|General|| World Generation (Basic / Advanced / Rejections) - Map legend|
Climate - Surroundings - Civilization - Holdings - Calendar - World activities
|Biomes|| Chasm - Desert - Forest - Glacier - Grassland - Lake - Mountain |
Murky pool - Ocean - River - Savanna - Shrubland - Tundra - Wetland
|Underground||Cavern - Magma sea - Underworld|
|Features|| Aquifer - Brook - Deep pit - Island - Magma pool |
Passage - Road - Tunnel - Volcano - Waterfall
|Sites|| Camp - Cave - Dark fortress - Dark pit - Forest retreat - Fortress - Hamlet - Hillock |
Labyrinth - Lair - Mountain halls - Ruins - Shrine - Tomb - Tower - Town - Vault
|Structures|| Catacombs - Dungeon - Keep - Library - Market - Mead hall |
Sewer - Tavern - Temple - Tomb - Underworld spire