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  • rule the world bring peace to the world
    795 KB (120,124 words) - 03:34, 25 February 2020
  • The performers the story of
    931 KB (148,541 words) - 18:41, 1 December 2023
  • ...r in many different ways. When learning about what creatures there are and the purposes they serve, sometimes it helps to be able to sort them in differen '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.
    170 KB (24,368 words) - 16:08, 24 December 2022
  • ...r in many different ways. When learning about what creatures there are and the purposes they serve, sometimes it helps to be able to sort them in differen '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.
    170 KB (24,364 words) - 02:52, 20 December 2022
  • [http://www.bay12forums.com/smf/index.php?topic=182239.0 Discussion thread on the forum] This article is the result of an investigation into the mechanisms involved in entity positions. It can be useful for modders or ad
    43 KB (7,032 words) - 13:52, 23 March 2024
  • ...at can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although m ...s of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.
    145 KB (21,226 words) - 18:48, 5 May 2024
  • ...at can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although m ...ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[wo
    142 KB (20,073 words) - 03:17, 20 December 2022
  • ...for the sake of this article, non-[[vermin]]) being that can interact with the world. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave ==Reading the Table==
    110 KB (15,549 words) - 13:55, 26 February 2021
  • The sword slid through the goblin's throat and the dying creature fell to the ground sputtering. Rognar had been born into a world of
    156 KB (27,608 words) - 08:54, 15 November 2022
  • The passing through a hole in the
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ...is divided into sections based on apparent divisions in the layout within the exe. Some uninteresting strings (C++ runtime stuff etc not related to DF) h ...(don't try to be helpful and copy it to the other one either, that's what the modding help pages are for.)
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...s you can interact with. They come in all shapes and sizes, and range from the civilized races like [[dwarf|Dwarves]] to evil monsters like [[giant cave s ==Reading the Table==
    40 KB (5,653 words) - 13:54, 26 February 2021
  • :''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ...andoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
    84 KB (14,686 words) - 13:21, 3 December 2023
  • the the
    123 KB (19,038 words) - 13:55, 10 November 2022
  • ...eeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all "plants" and are grown at standard ...rce of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.
    9 KB (1,280 words) - 05:05, 29 March 2023
  • ...leaping goblin commando. The villain held a dagger to Kogan's throat and the dwarven leader dropped his weapon. “Shut up, dwarf scum,” said the goblin.
    87 KB (15,188 words) - 02:06, 14 December 2022
  • The sign hung haphazardly across the tavern door. Samser took another puff on his pipe and spit. As a goblin, there wasn’t much in the way
    73 KB (12,832 words) - 19:31, 5 December 2022
  • ...en, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below ...creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creat
    110 KB (16,803 words) - 06:57, 4 May 2024
  • ...eatures]]; <!-- The exact nature of this creatures is further specified by the ... tokens.--> this is a full list of all known creature tokens: ...s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead o
    102 KB (15,512 words) - 00:24, 25 January 2024
  • :''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ...andoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
    68 KB (11,828 words) - 13:20, 3 December 2023
  • ...opic of defending your fortress and your dwarves. This page will focus on the theory and design of complex traps, mechanical systems and other automation ...enses rely on complex traps as a central component, that are, essentially, the defense themselves. For designs that could be adapted to use any complex t
    24 KB (4,016 words) - 02:01, 7 January 2023
  • ...cts of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page. : For a "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''
    28 KB (4,611 words) - 18:24, 8 February 2023
  • ...cts of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page. : For a "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''
    28 KB (4,610 words) - 03:16, 20 December 2022
  • ...des all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html ...ew of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current devel
    286 KB (44,767 words) - 10:59, 17 January 2022
  • ...d ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up d ...|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal
    95 KB (15,558 words) - 20:25, 8 April 2024
  • ...d ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up d ...|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal
    93 KB (15,231 words) - 15:00, 15 December 2023
  • ===The Legend of the Cursed River<sup>DF</sup>=== ...ll the fish. This was true for many years as the fortress prospered, until the hunters stopped hunting.
    40 KB (7,328 words) - 19:32, 6 December 2010
  • ...appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that spe | Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going so
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec :''For a basic overview of how the different machine parts work and work together, see [[machine component]].'
    43 KB (6,759 words) - 05:58, 13 July 2014
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec :''For a basic overview of how the different machine parts work and work together, see [[machine component]].'
    44 KB (6,774 words) - 09:55, 21 December 2022
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec :''For a basic overview of how the different machine parts work and work together, see [[machine component]].'
    44 KB (6,755 words) - 15:29, 19 March 2024
  • "You must save us, Gunnar!" cried the dwarf Aliz. "We of the fortress lack the military discipline that you have."
    118 KB (20,738 words) - 15:56, 13 December 2022
  • ...000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance. <small>†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.<br>
    34 KB (3,946 words) - 11:55, 5 December 2023
  • ...and data are hard-coded within the game (as opposed to being contained in the [[raws]]). the
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...d whatever riches were left to be guarded by the [[creature]]s that sealed the fate of your [[fortress]]. ...o the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.
    74 KB (13,058 words) - 16:34, 13 October 2021
  • ...appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that spe | Creature needs alcohol to get through the working day.
    52 KB (7,911 words) - 13:53, 19 November 2021
  • ...your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. ...pen countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.<br>
    41 KB (6,894 words) - 15:00, 2 November 2015
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cl ...ly display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.
    19 KB (3,145 words) - 01:42, 16 October 2023
  • ...cularly observant, as they will occasionally blink into and out of view on the screen. Unlike other non-vermin creatures, they cannot be selected and have The main distinctions between vermin and creatures are that vermin:
    24 KB (3,674 words) - 18:03, 17 April 2024
  • |The creation of accurate maps |The process involved in creating maps
    4 KB (439 words) - 04:03, 20 December 2022
  • |The creation of accurate maps |The process involved in creating maps
    4 KB (439 words) - 17:09, 26 August 2023
  • [[Carp]]: Lord of the oceans and killer of dwarves. These horrid creatures of the deep will pull any Dwarf to their death in a short amount of time and could [[Hippo]]: Lord of the lakes and rivers. Like elephants, but swimming and in great hordes. Like ca
    1 KB (177 words) - 01:10, 18 August 2012
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (358 words) - 03:37, 20 December 2022
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (356 words) - 14:41, 30 April 2024
  • To arrange the list, click on any column header. Click again on that column to arrange in | [[Elephant man]] '''Largest land-dwelling animal people'''
    64 KB (7,397 words) - 13:21, 30 April 2024
  • To arrange the list, click on any column header. Click again on that column to arrange in | [[Elephant man]] '''Largest land-dwelling animal people'''
    36 KB (3,416 words) - 03:39, 20 December 2022
  • ALSO, be sure to include the following format: ...effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ALSO, be sure to include the following format: ...effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced
    96 KB (15,752 words) - 04:01, 20 December 2022
  • The term '''megaproject''' refers to basically any project that takes a long ti ..., so you'll see many different (and probably similar) constructions across the wiki.
    64 KB (10,833 words) - 17:15, 29 February 2024
  • The term '''megaproject''' refers to basically any project that takes a long ti ..., so you'll see many different (and probably similar) constructions across the wiki.
    63 KB (10,704 words) - 20:24, 15 January 2023
  • ALSO, be sure to include the following format: ALSO, be sure to include the following format:
    70 KB (11,448 words) - 14:39, 15 December 2020
  • ...] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious. ...some smaller-scale project ideas that still embody the dwarven spirit, see the [[style project|Style Projects]] page.
    51 KB (8,717 words) - 12:51, 19 August 2018
  • ...] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious. ...ng requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-l
    41 KB (7,106 words) - 22:48, 22 February 2016
  • :''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 "Go ...s Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off
    49 KB (8,248 words) - 16:33, 26 July 2021
  • ...alk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: "Losing is [[fun]]!" ...treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • :''This is an archive page. Seeds for the current version can be found at [[40d:Pregenerated worlds]].'' ...to Toady, for .33f "I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affec
    40 KB (6,722 words) - 22:41, 15 November 2022
  • ...ide, ashes and all. He was pleased with the lack of effort afterwards but the next one will be glass, 'self cleaning table' be damned. === The Eventual Triumph<sup>DF</sup> ===
    25 KB (4,461 words) - 20:26, 23 June 2017
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    50 KB (8,538 words) - 00:25, 21 December 2022
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    50 KB (8,538 words) - 03:18, 20 December 2022
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    47 KB (7,991 words) - 16:28, 26 July 2021
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    43 KB (7,277 words) - 16:28, 26 July 2021
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec * For a basic overview of how the different machine parts work and work together, see [[machinery]].
    34 KB (5,156 words) - 21:08, 17 September 2012
  • [[File:embark_prev.jpg|301px|right]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but afte # Arrive at the site with your wagonful of supplies.
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...ntifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities ...SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.
    43 KB (6,645 words) - 01:27, 20 February 2024
  • ...ained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity. ...dventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not require
    38 KB (5,824 words) - 03:22, 20 December 2022
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth ...ly display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.
    29 KB (4,713 words) - 01:43, 16 October 2023
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth ...the kind of crops that they are able to grow when selected by clicking on the plot.
    29 KB (4,659 words) - 02:40, 29 April 2024
  • '''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generati # Arrive at the site with your wagon full of supplies.
    26 KB (4,447 words) - 19:39, 9 February 2022
  • '''Embark''' is the time at the very beginning of [[Fortress mode]] before actual game play begins (but aft # Arrive at the site with your wagon full of supplies.
    26 KB (4,466 words) - 14:33, 23 November 2016
  • ...cal combat events, stopping the recentering upon birth events, or reducing the constant chatter of announcements like 'quota filled' or 'someone is visiti ...in game Settings, Announcements tab. The table below has been updated with the [[Settings#Announcements|Settings]] Announcement 'Name' which corresponds t
    46 KB (6,443 words) - 08:34, 4 November 2023
  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
    30 KB (4,542 words) - 23:57, 12 March 2024
  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
    17 KB (2,862 words) - 13:01, 22 July 2014
  • ...e player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrato ...their chosen noble climb the echelons of society all the way to attracting the reigning [[monarch]].
    31 KB (4,600 words) - 16:35, 4 February 2024
  • “So,” sighed the Queen, “There are these seven dwarves will happily take up the challenge for the glory of Logem
    10 KB (1,791 words) - 21:59, 14 December 2011
  • Embark on the magma pipe near the center, and enjoy river, pipe, adamantite, plenty of obsidian, flux stone, ...ng much CPU power. (You can also just select a 3x3 area and still have all the features.)
    20 KB (2,620 words) - 20:21, 23 June 2017
  • ...ult values in the <code>data\init\</code> folder, both in the game folder. The default files in <code>data\init\</code> include explanations of each setti These settings change how the game looks and are all stored in <code>prefs\init.txt</code> and defaults i
    18 KB (2,767 words) - 11:44, 19 November 2023
  • ...ns, and parameters for [[world generation]]. Feel free to share and add to the list. Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will ge
    13 KB (2,032 words) - 20:20, 23 June 2017
  • ...by adding additional lines of text, one entry per line. Take for instance, the file "positive.txt": ...e of the speaker, their profession, or someone they killed.) For instance, the file "hist_fig_slayer.txt":
    14 KB (2,501 words) - 20:22, 1 January 2023
  • ...wimmer skill level; a legendary swimmer may be ''faster'' in water than on land. ...]] (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
    9 KB (1,375 words) - 22:59, 21 March 2016
  • * Capture a live [[Vermin|land animal]] ...[[metalsmith's forge]] (in the Furniture menu) with 1 bar, by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[m
    6 KB (977 words) - 17:33, 26 April 2024
  • ...|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying. ...[[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creatu
    10 KB (1,552 words) - 21:19, 20 April 2024
  • ...|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying. ...[[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creatu
    10 KB (1,575 words) - 13:18, 21 December 2023
  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...y [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.
    11 KB (1,561 words) - 14:44, 5 March 2024
  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...y [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.
    9 KB (1,242 words) - 03:57, 20 December 2022
  • :''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].'' ...l active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks
    4 KB (690 words) - 14:31, 8 December 2011
  • ...ile]]s, and is so translated to item definitions as well. Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[wei ...ng - witness the incredible compression of matter, space, and time that is the [[garbage dump]]. This is mostly because when even [[dragon]]s occupy a sin
    8 KB (1,134 words) - 00:49, 16 January 2014
  • :''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].'' ...l active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks
    4 KB (736 words) - 21:25, 26 July 2012
  • ...rvant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and creatures are that vermin: ...[[trap]]s, save those specifically made to trap them, though some (such as the [[cave spider]]) can bite and inflict syndromes;
    23 KB (3,402 words) - 04:05, 20 December 2022
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...") is used solely at a [[butcher's shop]]. But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    8 KB (1,223 words) - 19:44, 12 June 2014
  • * '''Normal''' is the standard ''Dwarf Fortress'' experience. ...invaders to show up earlier, more often, and with more bodies to throw at the gates.
    10 KB (1,376 words) - 11:17, 15 March 2024
  • ...r's shop]] (namely "Extract from a dead animal"), but that skill is one of the three that can build a kennel. ...so allow animal trainers to tame these small animals. In previous versions the taming and training of large animals such as [[dog]]s was also done at a ke
    3 KB (575 words) - 03:37, 20 December 2022
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. It is not possible to found a fort solely in an oceanic biome; some land is needed.
    6 KB (826 words) - 13:00, 8 April 2014
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. It is not possible to found a fort solely in an oceanic biome; some land is needed.
    5 KB (658 words) - 18:58, 31 July 2012
  • ...r [[trapping]] [[skill]]s enabled. Note that the [[labor]] associated with the [[skill]] "[[small animal dissection]]" is used solely at a [[butcher's sh ...small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The Vermin Catcher's Shop also allow animal trainers to tame these small animal
    3 KB (470 words) - 23:46, 22 February 2024
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...op]](namely "Extract from a dead animal"). But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    2 KB (382 words) - 20:35, 7 August 2014
  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
    2 KB (340 words) - 04:04, 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 (344 words) - 23:36, 2 August 2023
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (360 words) - 20:37, 6 January 2014
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...") is used solely at a [[butcher's shop]]. But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    3 KB (405 words) - 14:54, 8 December 2011

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