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  • * [[Animal|Tame land animal]] ...slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill. If you have many excess animals, you can slaughter them
    5 KB (786 words) - 20:26, 12 August 2022
  • * [[Animal|Tame land animal]] ...slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill. If you have many excess animals, you can slaughter them
    5 KB (769 words) - 17:19, 28 September 2013
  • ...(or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning i ...tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
    8 KB (1,284 words) - 16:01, 12 June 2024
  • ...[[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world. ...gonfire]]" which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if a creatu
    6 KB (987 words) - 10:01, 1 July 2014
  • ...and armor. Possibly both. Dig out enough [[raw adamantine]] and "too deep" the fortress to ensure it is sufficiently occupied. '''Difficulty:''' The sky's the limit.
    6 KB (1,036 words) - 03:56, 7 March 2017
  • ...(or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning i ...tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
    7 KB (1,216 words) - 04:01, 20 December 2022
  • The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possibl * [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)
    5 KB (842 words) - 00:33, 21 December 2022
  • The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possibl * [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)
    5 KB (840 words) - 03:32, 20 December 2022
  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...ottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|<}} to mov
    2 KB (248 words) - 05:32, 17 February 2012
  • ...ife, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including [[swimming]], * Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their {{token|STANCE
    8 KB (1,150 words) - 04:36, 29 January 2023
  • ...ife, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including [[swimming]], * Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their {{token|STANCE
    8 KB (1,148 words) - 03:25, 20 December 2022
  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...h displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|<}} to mov
    2 KB (272 words) - 04:09, 20 December 2022
  • ...ne z-level to another by moving the mouse wheel up or down. Alternatively, the player can press {{k|e}} to move up and {{k|c}} to move down. ...th an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of cavern
    2 KB (303 words) - 10:27, 12 February 2024
  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...ottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|<}} to mov
    1 KB (233 words) - 23:11, 8 April 2014
  • ...ose enough proximity to land, and in a Cold or Freezing [[biome]], so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
    3 KB (469 words) - 03:17, 17 June 2023
  • ...ose enough proximity to land, and in a Cold or Freezing [[biome]], so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
    3 KB (473 words) - 03:36, 20 December 2022
  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
    4 KB (474 words) - 21:26, 18 September 2012
  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
    4 KB (482 words) - 00:05, 18 May 2014
  • ...at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled. ...lly do on his own. According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as o
    2 KB (349 words) - 21:31, 2 July 2013
  • ...at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled. ...lly do on his own. According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as o
    2 KB (343 words) - 16:32, 8 December 2011

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