DF2014:Item

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This article is about the current version of DF.

An item is any object that is tangible, easily movable, and not a creature. Items can include boulders, buckets, furniture, weapons, crafts, and other similar or even completely different objects. Most items can be stored in stockpiles via hauling, and a subset can additionally be stored in various containers, such as bags, bins, or barrels. Containers are, themselves, also items.

All items have a value, item type, material, and volume. From these, the weight of the item can be determined. Some items additionally have a quality. Many items can participate in reactions, and all but the raw materials and some animal extracts are the product of a reaction.

An item can be stored on the ground, in a creature's inventory, in a container, in a workshop, cabinet, or chest, or even as a building material for buildings and even constructions. Because of the wide variety of items and applications, there are varied ways to destroy items: waiting for rot, consuming them (either through ingestion or through a reaction), wearing them out, burning them, moving them off-screen, dropping them into a bottomless pit or magma flow, crushing them in a cave-in, or using a dwarven atom smasher.

Named items[edit]

See also: Legendary artifact

An item that is named in either fortress mode or adventure mode can arise from two circumstances: being created as a legendary artifact, or being named for a notable kill list. In fortress mode, named items will be listed in the artifact screen accessed from the L key.

Fortress mode[edit]

Items can be viewed in fortress mode from the look screen. They will, most of the time, be displayed in brown (yellow when highlighted as the currently active item). When selected, Enter can be used to view a brief description of the item, one that includes the weight, contents (if any), and name of an item. From there, v can be used to obtain a detailed description of the item written in prose; this information includes the item type, any decorations, and other information.

Caravans will haul their purchases away, and thieves will attempt to escape with stolen items. All creatures will leave the screen with all items in their possession, including weapons and ammo lodged in their wounds. Using fluids or dumping into the pits deep down are the only other methods of moving items off-screen.

Adventure mode[edit]

Items are also tangible in adventure mode, where they are picked up with the g key into either a free grasp or a backpack or other suitable container. All items can be thrown with the t key as well. An item that is not a proper weapon can still be used in combat; the misc. object user skill is trained by this activity.

The adventurer's inventory can be viewed through the inventory screen, accessed with i. Armor and clothing, special types of item, can be interacted with through the w and r screens.

Object testing arena[edit]

In the object testing arena, items are appointed from the creature creation screen, accessed through k then c in the non-controlling view. There, n is used to add an item, and after selecting an appointed item r used to remove it and +, -, *, and / keys used to control the amount.

Items in the arena are displayed according to whether or not a creature is currently controlled; in the controlling view, the display is similar to that of adventure mode and in the non-controlling view similar to fortress mode.

Only certain items can be appointed in the arena. Aside from objects obtained from creatures or butchering, and their derivatives, only weapons and training weapons, tools, ammunition, and armor can be created.

See also[edit]