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  • ...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
  • ...erm whale man|sperm whale men]]. However, they are smaller than some other land-dwelling humanoids such as [[giant]]s and [[cyclops|cyclopes]]. ...o tusks with which to gore enemies, which can be exceedingly useful should the player lodge their weapon in an agile enemy (most flying creatures).
    2 KB (331 words) - 00:30, 25 April 2024
  • ...erm whale man|sperm whale men]]. However, they are smaller than some other land-dwelling humanoids such as [[giant]]s and [[cyclops|cyclopes]]. ...o tusks with which to gore enemies, which can be exceedingly useful should the player lodge their weapon in an agile enemy (most flying creatures).
    2 KB (323 words) - 03:21, 20 December 2022
  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
    2 KB (285 words) - 01:03, 16 January 2014
  • ...d be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s c [[Image:Undead_Fish.png|frame|Undead fish traversing dry land to attack an adventurer.]]
    3 KB (475 words) - 10:54, 18 May 2015
  • [[File:Resources worldgen.png|thumb|'The late Murk' Region]] ...h the same or similar [[biome]]s, and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.
    2 KB (318 words) - 09:26, 21 August 2023
  • [[File:Resources worldgen.png|thumb|'The late Murk' Region]] ...h the same or similar [[biome]]s, and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.
    2 KB (318 words) - 03:53, 20 December 2022
  • * Capture a live land animal ...pper dwarf come across it, the trapped animal will be eaten, regardless if the dwarf detests it or not.{{verify}}
    1 KB (154 words) - 17:34, 8 December 2011
  • Potworm http://en.wikipedia.org/wiki/Enchytraeidae (best representative is the Grindal worm: http://en.wikipedia.org/wiki/Enchytraeus_buchholzi) ...edia.org/wiki/Leech '''(already included)''' (likely based on Hirudo spp., the blood-sucking medicinal leeches)
    12 KB (1,686 words) - 17:51, 28 March 2017
  • ...tical face. These cliffs can be as short as two z-levels, but depending on the area, can reach heights much greater than 10! ...re found in [[mountain]]ous areas, where [[tree]]s don't grow and farmable land must be made from manipulating [[water]] sources.
    755 bytes (131 words) - 14:39, 8 December 2011
  • ...Forums. It is no longer available there and has been heavily edited here. The original author is unknown.'' ...a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]]
    76 KB (13,750 words) - 14:55, 24 November 2021

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