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  • ...t also allows for more freedom in selecting starting gear, because certain items can always be obtained through trade later. New players can [[Your first f * the items of non-fortress members (only if they are alive, when they are dead they be
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  • ...ully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s, or [[bin]]s (see [[U Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has
    18 KB (2,989 words) - 14:21, 24 June 2022
  • You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of :''Example:'' If two items of the same metal worth 0.4 bars each are melted at the same smelter, that
    6 KB (1,027 words) - 14:32, 30 June 2021
  • ==Base values of items== ===Items with no quality, made of special materials===
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  • ...ocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess. Only appears once the [[Bookk ...), potentially edible items ([[fat]], [[tallow]], [[flour]]), and inedible items ([[dye]]), and is therefore an unreliable indicator of a fortress' food sto
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  • ...ss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is ==Buying skills and items==
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  • ...may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted. ...metal - see the [[weight]] article for more information. Note that certain items (such as Leather Armor) cannot be made of metal, so their weights will alwa
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  • ...he construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tile ...ul things away from workshops once they've been completed. These completed items will pile up in the workshop where they were finished, and if no haulers or
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  • ...d and cloth are examples of flammable items, stone and gems are not. Some items are especially flammable, such as [[coal]]. ...on fire also release [[smoke]] and can ignite adjacent items. Most burning items will eventually vanish, being completely consumed by the fire, but some tak
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  • General Items Items:
    123 KB (19,038 words) - 13:55, 10 November 2022
  • All items in the game have a [[item value|base value]], which is multiplied by what [ All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) – but not intermediate ma
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  • !# items !! # squares !! area (loss) !! material ratio/(mat-ratio for 3x?) |2 items || 7 squares || 3x2 (1) || .29/.33
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  • ...[[bronze]], [[brass]], [[steel]], and [[electrum]]), these will count as 2 items. ...like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.
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  • ...ched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed w ...r cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It
    33 KB (5,122 words) - 15:05, 11 March 2024
  • ...em in this version. You'll also notice right/left gloves. Creatures lose items now with severs, so you'll lose your left gauntlet if your left arm is remo ...this, and that's what is meant by these generic terms. You can remove the items from the entity raw before you play if it makes you feel uncomfortable.</bl
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  • Allows dwarves to purchase items ...althy enough. A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.
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  • * Various types of items: ...ant gathering, or trading. Additionally, most preferences will only be for items which are available to the unit's civilization; if an "exotic" item is sele
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  • The most common use of editing raw files is to get free items. ...ure raw files does NOT require you to create a new world. If you want free items in your game without the hassle of planning your cheats when you create the
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  • ..., however, the severity of kobold attacks is based solely on the number of items they have stolen. ...lways send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
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  • For completeness, and to further complicate matters, there are also a few items that are made from the furniture submenu of the [[metalsmith's forge]], but Several furniture items have additional functions, like buckets (transporting water) and barrels (c
    7 KB (1,129 words) - 15:44, 8 December 2011
  • ...ent and food. Most starting builds involve removing some of these starting items to free up points for other things, the list below for example removes an a ...this isn't a typo) for some commonly selected items/equipment. Only those items that you can afford with your remaining points will appear.
    31 KB (5,230 words) - 15:54, 8 December 2011
  • ...hat, like [[bin]]s and [[bag]]s, conserve stockpile space by containing 10 items of the same type (for exceptions, see the ''Mix Food'' and ''Storage Quirk' *Metal barrels can be used to safely trade food items to the [[Elf|Elves]].
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  • ...lass furnace]]. Finished goods (such as crafted goods) are also considered Items. ...-dwarf bodyparts to refuse [[stockpile]]s. They will also [[chasm]] marked items. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Opt
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  • ...ated with an item. Weight calculation is mostly straightforward - for most items it is constant, and for those that vary, the formula is fairly straightforw ...ell]], [[leather]], or plant fiber [[cloth]] divide their weight by 2, and items made of [[silk]] or [[adamantine]] divide their weight by 8.
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  • ...n [[strange mood]]s will create '''legendary artifacts''', unique, "named" items which are of unsurpassable quality (and often [[value]] as well). An artifa Dwarves will normally use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has s
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  • * '''Easy''' (biscuit) requires two cookable items. * '''Fine''' (stew) requires three cookable items.
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  • ...it then becomes an individual item, unconnected to any stack. Individual items cannot be stacked or re-stacked. ...hop]]s for determining [[clutter]] - this can occur very quickly with some items.
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  • ...aterial multipliers|value multipliers]] which can make otherwise identical items worth considerably more or less. A [[gold]] [[throne]] is worth more than ...her [[quality]] items if they are working with that material, and perceive items (or rooms) made of that material as higher [[quality]], which can give them
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  • [[Glass]] is a [[material]] that items can be made of, like [[stone]] or [[wood]]. But although a material, "glas All glass items are manufactured at a [[glass furnace]] or [[magma glass furnace]] by a [[g
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  • ===Material-Specific Items=== * Other Items: Raw Glass, Cage, Animal Trap, Ballista Arrow Head, Sewn Image (into any it
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  • ...r's shop]]. Cloth images cannot be sewn onto bags or quivers that contain items. Requires [[clothesmaking]]. : Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leathe
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  • * made rain dampen creatures, items and vegetation * did temperature exchange between building items
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  • ...A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way. The number of items that fit in a bin varies on the item type, for example 10 bars/gems or 100
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  • ...ll dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been br ...ively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.
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  • ...n items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths if a creature is a [[legenda
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  • Many items are subject to '''wear/rotting/withering''' if not kept on a stockpile. ...ckpile]]s, notably prepared meals, [[Alcohol|drinks]] and [[plant]]s. Some items, in particular plants and cooked meals, will still rot when lying around in
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  • ...Thought|unhappy]]. It only occurs underground, and it is caused by rotting items. It does not pass through closed [[door]]s. == Rotten items ==
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  • '''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat. In fortress ...s good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)
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  • Some nobles also issue mandates for production of different items (items they like personally) or prohibit their export. Nobles become upset if prod ...tion crimes, but no actual punishments will be given. Oddly, if the banned items were carried to the depot in [[bin]]s and the bins themselves were not sold
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  • ...total fortress wealth. Their value is listed under '''Imported Wealth.''' Items made on-site, but later [[trading|traded]], are immediately subtracted from ...nd it's to a much lesser extent possible to amass wealth from booze, these items tend to get consumed by your gluttonous dwarves at an alarming rate, reduci
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  • ...ual object* in your fort. This display is useful for selecting individual items to [[melt]] or [[chasm]]. To toggle between either of the two modes, press ...'''produced by the fortress''' (or obtained and then [[decorate]]d there). Items previously worn by historical figures also appear like this, despite not ha
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  • * Violation of Production Order - failing to produce items [[mandate]]d by a [[noble]]. Punishment is variable, applied to appropriate ...exporting. Punishment is variable, applied to the dwarves who brought the items to the depot.
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  • ...hides and any rotten items. This helps in avoiding [[miasma]] from rotting items in your fortress, if the stockpile is placed right. ...cluttered very quickly, as a single [[animal]] already "bursts" into many items.
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  • ...used to heat materials, and that often produce only intermediary products, items that are then used to create something else for the final product. :*''Items made:'' [[ash]], [[charcoal]]
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  • ...n items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths (making the armor weightless
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  • ...ers will not bring picks: you will need to either bring them as additional items, forge new ones, or pick up any that might remain from your dead miners. Changing menus ({{K|tab}}) allows you to select food and items to bring with your party, in the same way you can prepare when you original
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  • ...ate]] the region for reclaiming - it is not possible to reclaim individual items in this version of Dwarf Fortress.
    658 bytes (107 words) - 15:52, 8 December 2011
  • ...[[food]] and [[Alcohol|drink]], while bins can store many types of smaller items, such as finished goods, [[metal]] [[bar]]s, [[ammo]], or [[gem]]s. Buildin ...s. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will
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  • ...eing worn), and foreign weapons and ammo. If there are at least 10 ownable items in your fortress and more than 50% of them are currently owned by a member ...an unhappy [[thought]] about "being taxed". The guards may also take some items (based on their own [[preference]]s) for themselves, giving the owner an ad
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  • * stopped ITEMCORPSE items from being placed in traps * stopped clothing stores from stocking unwearable items
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  • ...placed as [[furniture]] by {{k|b}}uilding. All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol|beer]], [[quarry bush]] l ...select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container. See also, [[stocks]].
    2 KB (279 words) - 15:40, 8 December 2011
  • ...ays made 1 at a time, and a single "make stone crafts" job can produce 1-3 items.
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  • | Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather == Items and Animals Used ==
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  • | Allows a creature to steal and eat edible items from you. | Allows the creature to wear or wield items.
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  • ...{{key|t}} menus. {{key|t}}, "View Items in Buildings," will show you what items are cluttering the workshop. ...] leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four sta
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  • ...appy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceiv ...rooms can help to minimize [[clutter]] in your workshops, since newly made items will be stored instead of accumulating where they were created.
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  • ...nd you should be pointed to the cage. Unless you take special steps, these items will be tossed into the [[chasm]] and destroyed - if you want to save their
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  • ...els may increase the speed at which jobs are performed, the quality of the items produced, or both. ...Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time). Skill beyond Legendary+5 does not increase the
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  • ...th legendary item production skills are able to produce far higher quality items than dwarves of lower skill, if that item has a quality modifier attached t ...tes]]. With more strength they can haul heavy items (or bins full of heavy items) faster, and with more agility they can generally move faster; resulting in
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  • ...e heavier trade goods with a base weight of 10 are still much lighter than items such as [[furniture]] or most [[armor]]. All types of trade goods are stor {{Category|Items}}
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  • ...eeks), and doesn't require fuel. Due to their incredible value, adamantine items cannot be decorated '''or''' traded.
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  • ...n the other, to avoid a sort of "industrial magic" mentality where special items lose their glamor. ...ever used, but third-party utilities can add the following enchantments to items:
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  • * added specific temperature information to the map/units/items/vegetation * added temperature transfer between the environment and ground items
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  • ..., [[lye]], [[potash]], [[pearlash]], [[soap]], clear and crystal [[glass]] items, and [[obsidian]] short swords). Even offering them something wood-related ...items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based produc
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  • ...items are picked up so that the chasm jobs will be cancelled, allowing the items to be retrieved (after going into the Stocks screen and unmarking them).
    7 KB (1,155 words) - 20:48, 18 August 2021
  • ..., there seems to be a mechanism that makes them target other, higher value items inside instead, too. Certain "playful" [[creatures]] will also try to steal items from your hoard, if left open to more general traffic. These include [[rac
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  • ...are used to make raw [[glass]] (a [[gem]]), [[block]]s, and [[furniture]] items. All furniture made at a glass furnace can also be made out of either [[met ...and then have another (ideally a [[magma glass furnace]]) churn out glass items, as the "Collect Sand" task will keep the furnace occupied and unavailable
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  • ...get running and will clear excess stone from your fortress. Glass produces items with higher base [[value]] (unless you make your masons use light or dark s
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  • '''Usefulness:''' It's like a drowning chamber, but any items carried by the victim will probably be destroyed. Depending on your style o '''Difficulty:''' Low-Medium. Acquiring valuable items can be annoying sometimes. Also you need guards to actually put them in jai
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  • ...[[path]] between the stockpile and the items. And, depending on how many items you brought, patience. ...abor enabled will then deconstruct the wagon into its component logs. The items will then be scattered in a slightly wider pattern in that same location.
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  • * Store various items in stockpiles ...hauling''' [[labor]] enabled (default) will participate in hauling various items to [[stockpile]]s such as bars/blocks, cloth, leather, coins, weapons, armo
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  • The only way to force a soldier to equip certain items is to lock them in a room with it. Since stockpiles cannot be restricted by ...and decides to Pickup Equipment. If the room contains all of the necessary items, your dwarf should equip them in short order.
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  • ...en and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] items require [[rock crystal]] in its place). To collect sand, simply issue the t
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  • ...versions (and using certain utilities), it is possible to forbid specific items at any point. The opposite of forbid is [[reclaim]], which removes the forbidden status of items.
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  • ...nimal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]]. An an
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  • ...ted with by the Set Building Tasks/Prefs command ( {{k|q}} ), and the View Items in Buildings command ( {{k|t}} ). Included in this are workshops, doors, tr ...ls or blocks, although some [[workshop]]s require some additional finished items as well.
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  • ...* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)'' Saplings will not grow on a tile with items on it (such as stone, food, etc). Saplings will not grow where a [[road]]
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  • ...Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time). Skill beyond Legendary+5 does not increase the
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  • ...for an unwounded dwarf shows only the standard 15 body parts that can wear items of [[armor]]: ...organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often
    16 KB (2,577 words) - 19:44, 17 June 2014
  • ...mber of successive soldiers and thieves who arrive will depend on how many items were stolen previously. If discovered, the game will announce "An ambush! S
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  • * Furnace jobs (smelting [[ore]]s, [[melt]]ing items, charcoal, ash) ...ting (crafts, coins, chains, totems, mechanisms, weaving cloth, decorating items, sewing images)
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  • ...oment, an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage. Although it's not as
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  • Some items have characters surrounding the name, which is a way to determine certain p {{Category|Items|*}}
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  • * made items that aren't yours safe from rot if they are in the trade depot * made the color of buildings match the items where applicable
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  • ...eggings]], which have a 50% recovery rate, higher than that of other armor items. Care should be taken not to melt [[quality|masterpiece]] leggings your smi
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  • Since it is possible to make stockpiles accept specific types of items, one can fight this by allocating stockpiles the right way. Seeds are recov {{Category|Items}}
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  • ...ey are carrying items in hand (as checked via {{k|v}}iew {{k|i}}nventory). Items get in hand if the marksdwarf has been wrestling, a frequent [[Cross-traini
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  • ...steal garbage and items left outside, so don't leave your [[masterpiece]] items in the open. If any get stolen, the [[dwarf]] who made the item will get an
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  • ...ase the total amount of food a fortress has access to, since some cookable items are not edible raw. [[Quarry bush]] leaves, [[flour]], and [[seed]]s are ex Use the {{K|z}}-Status Kitchen menu to allow or forbid items for cooking (or [[brewing]]). Useful for a ton of things, like making sure
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  • *It is simpler to make items from wood. ...e important ingredients in other tasks such as smelting ore, forging metal items, glass making, fertilizer for crops, and other uses.
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  • Several different types of items can be created at a metalsmith's forge, all using different skills but shar ...and stud it. Note that unlike all other metalsmithing operations, studding items does not require [[fuel]].
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  • Most buildings will not be affected by magma, and any items inside workshops will also be unaffected. Weapon traps built using non-iron ...e in magma, they will not produce a corpse or bones, though bone and shell items already lying on the ground will not be affected. If the creature was carry
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  • *A backlog of unperformed [[hauling]] tasks, causing all items to be inaccessible ...quipment" is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new [[weapons]] or [[armor]] or need a [[pick]] or [[ba
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  • ...ly when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happi Sometimes [[dwarves]] will leave items in doors, propping them open; also, if a [[vermin]] is standing in a doorwa
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  • '''Clothing''' is items made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] ...hing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as "'''narrow'''" come from [[goblin]]s and can't be made or worn e
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  • :* [[Item token]]s define the most basic form of items (made specific by material tokens). :* [[Item definition token]]s are used for actual definitions of items.
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  • | style="width:50%" | [[:Category:Items|Items]]
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  • Building items: hit {{k|q}} to search buildings and move to the masons workshop. {{k|a}} w ...or let you toggle settings on doors and such. {{k|k}} will show individual items in a tile, and {{k|v}} shows individual dwarves and other creatures. In any
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  • All items are made of a [[Material token|material]]. Several types expect a creature ...no subtypes. "NO_SUBTYPE" is used for the subtype position for these. For items that do have subtypes, the subtypes are defined from the raws for that item
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  • ...maker's shop]], as well as sewing plant fiber images and silk images onto items.
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