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Difference between revisions of "Book"

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{{av}}
 
{{av}}
  
:''See also: [[Scroll]]''
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A '''book''' is an item that can be written on and store historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), parchment, or papyrus. Books are created by historical figures in [[world generation]], by the [[adventurer mode|adventurer]], and by [[scholar]]s and visitors in [[fortress mode]]. They can also be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in the [[legends]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.
  
'''Books''' are a type of item. They are written by historical figures in [[legends mode|worldgen]], the player in [[adventurer mode]], and by citizens or visiting [[scholar]]s in [[fortress mode]].
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Quires and scrolls are found under "tools" in the {{k|z}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. If a library with available space is present, written and unwritten books will be stored in [[bookcase]]s and [[container]]s instead, respectively.
  
Books are created in the [[craftsdwarf's workshop]] out of a written-on [[quire]], [[thread]], and a [[book binding]] using the [[Bookbinding]] labour. Book bindings can be made from [[wood]], [[stone]], [[metal]], and [[glass]]. Both wood and stone bindings are made at a [[craftsdwarf's workshop]], metal bindings are shaped at a [[metalsmith's forge]], and glass bindings are created at a [[glass furnace]]. Due to a [[#Bugs|bug]], the final product of binding a book tends to be worth much less than the combined value of its constituent parts, making books a terrible way to generate wealth. Books (and written-on quires) are stored in [[bookcase]]s placed in a [[library]].
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==Forms==
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===Scroll===
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Scrolls are made from sheets and [[scroll rollers]]. Scrolls can be written on and stored right after being made.
  
Written books can be found under "codices" in the {{k|z}} Stocks screen and in the {{k|L}} [[Artifact]]s screen.
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===Quire and codex===
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Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, be read, and be used as a copy, similar to scrolls. Once something is written on, quires can be combined with a [[book binding]] and a [[thread]] to create a codex.
  
In adventure mode, one must be a [[Reader]] of at least Novice skill in order to read a book. As this skill can only be acquired during character generation, literacy is a decision you must make before you start playing.
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Codices, being made of more materials, should have their [[wealth]] increased. However, this transformation currently discards some of the quire's properties (text length, material value, etc.), so it is recommended to leave your scholars' works in quire form.{{bug|9409}} The final product of binding a codex tends to actually be worth much less than the combined value of its constituent parts, making codices a terrible way to generate wealth.
  
== Topics ==  
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==Production==
=== Necromancy ===
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:''See also: [[Paper industry]]''
Necromancy books cannot normally be created by players either in [[adventurer mode]] or [[fortress mode]], but will be written during world generation by necromancers and various demonic rulers.
 
  
Books on necromancy are found sitting on [[table]]s in the tower or keep of the entity that wrote them.
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Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at craftsdwarf's workshop by a bookbinder.
  
If a [[Necromancer]] visits your fortress, he may bring books with him. Books with secrets in them are considered [[artifact]]s; they will appear on your fortress's [[Artifact]]s list and may be stored in stockpiles that allow artifact-quality finished goods.
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A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].
  
Some books may contain "secrets of life and death", which when read by an adventurer will make him a [[necromancer]]—immune to death from age, free from the mortal concerns of sleep, hunger and thirst, and able to raise zombies. An adventurer who has learned the secrets of life and death CAN write his own books containing the secrets of life and death, and can thus spread necromancy. This makes it possible to attack a Tower in Adventure Mode, read the slab containing the secrets, go to your retired fort, and write a book on the secrets of life and death there. When you unretire the fort, it will only be a matter of time before everyone in the fort is a necromancer.
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[[Decoration]]s such as gems and ivory can be added in unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.
  
=== Art ===
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==Usage==
Art books describe [[poetic forms]], [[dance forms]] and [[musical forms]].
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===Reading===
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The primary purpose of books, readers will gain information of the subject they read about in a book. Contents in a book cannot impact specific [[ethics]], although one particular subject can have profound, ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.
  
=== Scholarly ===
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Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess a [[reader]] skill of at least novice level in order to read a book. This skill can only be leveled up in game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation is therefore crucial.
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Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.
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 +
===Writing===
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Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.
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Adventurers can write their own books. First, have an unwritten scroll or quire wielded in hand or on the tile where you stand. Press {{k|x}} then select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several hours in game. If you are interrupted by enemies, writing will stop and the writing material will be unused.
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 +
==Subjects==
 +
===Art===
 +
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name.
 +
 
 +
===Scholarly===
 
Scholarly books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.
 
Scholarly books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.
  
[[Civilization]]s practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elfy stuff, and for humans it is randomized for each instance of civilization (scholar types are based on the civilization's values and jobs).
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Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elfy stuff, and for humans it is randomized for each instance of civilization (scholar types are based on the civilization's values and jobs).
  
=== Other ===
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===Necromancy===
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. The "Autobiographical adventure" [[DF2014:Topic#History|history topic]], for example, presumably unlocks autobiographies.
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Books on necromancy contain "secrets of life and death" and are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] of which the secrets originated from.
  
Books may also be commentaries on other books.
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Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death can also write their own necromancy books and share it to the world by placing them in a library for people to read.
  
[[Bookkeeper]]s don't require a book or [[scroll]] to update stockpile records, oddly enough.
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===Other===
 +
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, presumably unlocks autobiographies. Books may also be commentaries on other books.
  
 
==Bugs==
 
==Bugs==
*Although adventure mode characters require some training in the Reader skill to read books, fortress mode dwarves will "read" them even if they are completely illiterate.
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* The description of manufactured scrolls mentions two roller materials, with the first described as a random stone.{{bug|9249}}
*Binding a quire into a codex destroys the material definition and value. {{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in quire form to retain their properties.
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* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}
*Quires targeted by any active jobs (e.g. being read) are unavailable for binding. {{bug|9269}}
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* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.
 +
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}
 +
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.
  
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{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}
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{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}
  
 
{{Translation
 
{{Translation

Revision as of 15:41, 15 November 2017

This article is about the current version of DF.
Note that some content may still need to be updated.

A book is an item that can be written on and store historical events, knowledge, and art. Books use sheets made from plant fiber (paper), parchment, or papyrus. Books are created by historical figures in world generation, by the adventurer, and by scholars and visitors in fortress mode. They can also be copied by scribes. Travelers and traders carry books to different sites and libraries, spreading information as a result. There are two forms of books: codices (sing. codex) and scrolls . Both forms have different methods of creation, but they are identical in function. Codices are known as quires prior to being bound. Written books are treated as artifacts, with the exception of copies. Original written works are recorded in the legends and appear in the L Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.

Quires and scrolls are found under "tools" in the z Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in stockpiles with Finished Goods enabled. Original works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level core or total quality items. If a library with available space is present, written and unwritten books will be stored in bookcases and containers instead, respectively.

Forms

Scroll

Scrolls are made from sheets and scroll rollers. Scrolls can be written on and stored right after being made.

Quire and codex

Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, be read, and be used as a copy, similar to scrolls. Once something is written on, quires can be combined with a book binding and a thread to create a codex.

Codices, being made of more materials, should have their wealth increased. However, this transformation currently discards some of the quire's properties (text length, material value, etc.), so it is recommended to leave your scholars' works in quire form.Bug:9409 The final product of binding a codex tends to actually be worth much less than the combined value of its constituent parts, making codices a terrible way to generate wealth.

Production

See also: Paper industry

Quires are made from sheets at a craftsdwarf's workshop by a dwarf with the bookbinding labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at craftsdwarf's workshop by a bookbinder.

A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a metalsmith's forge, and glass at a glass furnace.

Decorations such as gems and ivory can be added in unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.

Usage

Reading

The primary purpose of books, readers will gain information of the subject they read about in a book. Contents in a book cannot impact specific ethics, although one particular subject can have profound, physical effects on the reader. Reading a book will satisfy the reader's need to self-examine and think abstractly.

Adventurers can read books in their possession by pressing I then selecting them from their inventory. Characters must possess a reader skill of at least novice level in order to read a book. This skill can only be leveled up in game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation is therefore crucial.

Fortress citizens and visitors will read available books in a library at their leisure. Bookkeepers do not require a book to update stockpile records, oddly enough.

Writing

Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.

Adventurers can write their own books. First, have an unwritten scroll or quire wielded in hand or on the tile where you stand. Press x then select write, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several hours in game. If you are interrupted by enemies, writing will stop and the writing material will be unused.

Subjects

Art

Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name.

Scholarly

Scholarly books include topics on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.

Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elfy stuff, and for humans it is randomized for each instance of civilization (scholar types are based on the civilization's values and jobs).

Necromancy

Books on necromancy contain "secrets of life and death" and are occasionally written during world generation by necromancers and various demonic rulers. Any mortal creature who reads one will immediately learn the secrets to immortality and the ability to raise the dead. Necromancy books can be found in a necromancer's tower among other types of books, including the original slab of which the secrets originated from.

Necromancers invading the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death can also write their own necromancy books and share it to the world by placing them in a library for people to read.

Other

Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. Autobiographical adventure, for example, presumably unlocks autobiographies. Books may also be commentaries on other books.

Bugs

  • The description of manufactured scrolls mentions two roller materials, with the first described as a random stone.Bug:9249
  • Quires targeted by any active jobs (e.g. being read) are unavailable for binding.Bug:9269
  • Binding a quire into a codex destroys the material definition and value.Bug:9409 This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.
  • In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.Bug:10245
  • Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.
"Book" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: thîkut
Elvish: soya
Goblin: zosto
Human: thothil