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  • ...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]].
    4 KB (625 words) - 14:31, 11 July 2022
  • ...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
    8 KB (1,366 words) - 15:45, 8 December 2011
  • ...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.
    4 KB (462 words) - 19:57, 13 August 2020
  • ...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
    8 KB (1,330 words) - 14:01, 4 August 2020
  • * '''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.
    2 KB (372 words) - 16:12, 11 August 2012
  • ...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
    2 KB (377 words) - 12:22, 19 July 2012
  • [[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
    4 KB (687 words) - 10:50, 19 December 2018
  • ===Material-Specific Items=== * Other Items: Raw Glass, Cage, Animal Trap, Ballista Arrow Head, Sewn Image (into any it
    3 KB (368 words) - 19:54, 11 November 2023
  • ...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
    4 KB (636 words) - 21:39, 15 June 2012
  • * 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
    2 KB (364 words) - 18:05, 30 July 2012
  • ...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.
    2 KB (290 words) - 22:26, 4 February 2014
  • ...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
    9 KB (1,248 words) - 00:28, 19 March 2012
  • 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
    2 KB (359 words) - 22:06, 5 December 2012
  • ...Thought|unhappy]]. It only occurs underground, and it is caused by rotting items. It does not pass through closed [[door]]s. == Rotten items ==
    3 KB (552 words) - 18:10, 9 May 2020
  • '''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.)
    14 KB (1,953 words) - 18:03, 27 January 2014
  • 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
    19 KB (2,504 words) - 17:54, 20 April 2020
  • ...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
    3 KB (410 words) - 05:05, 9 April 2014
  • ...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
    2 KB (292 words) - 15:23, 26 April 2024
  • * 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.
    2 KB (338 words) - 04:50, 9 April 2014
  • ...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]]
    2 KB (299 words) - 15:44, 8 December 2011
  • ...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
    3 KB (356 words) - 00:56, 7 April 2016
  • ...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
    3 KB (461 words) - 03:44, 11 July 2017
  • ...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
    8 KB (1,350 words) - 21:41, 26 July 2012
  • ...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
    13 KB (1,883 words) - 16:32, 26 July 2021
  • ...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
    5 KB (857 words) - 15:47, 8 December 2011
  • ...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
    4 KB (672 words) - 14:49, 13 March 2014
  • ..., [[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
    4 KB (731 words) - 16:51, 5 February 2014
  • ...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
    5 KB (557 words) - 15:45, 8 December 2011
  • ...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
    6 KB (1,036 words) - 03:56, 7 March 2017
  • ...[[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.
    2 KB (359 words) - 15:56, 8 December 2011
  • * 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
    505 bytes (68 words) - 15:46, 8 December 2011
  • 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
    2 KB (305 words) - 15:52, 8 December 2011
  • ...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.
    736 bytes (111 words) - 23:33, 26 September 2021
  • ...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.
    1,006 bytes (160 words) - 15:38, 8 December 2011
  • ...* 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]]
    8 KB (1,221 words) - 01:22, 20 October 2023
  • ...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
    7 KB (917 words) - 15:42, 8 December 2011
  • ...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
    9 KB (1,530 words) - 17:13, 17 September 2021
  • * Furnace jobs (smelting [[ore]]s, [[melt]]ing items, charcoal, ash) ...ting (crafts, coins, chains, totems, mechanisms, weaving cloth, decorating items, sewing images)
    6 KB (903 words) - 19:30, 14 August 2021
  • ...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
    2 KB (340 words) - 15:55, 8 December 2011
  • 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
    4 KB (709 words) - 14:49, 13 March 2014
  • ...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
    3 KB (488 words) - 15:41, 8 December 2011
  • ...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
    882 bytes (131 words) - 15:51, 8 December 2011
  • ...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
    4 KB (706 words) - 21:15, 5 December 2013
  • *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
    12 KB (1,557 words) - 15:47, 8 December 2011
  • ...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
    5 KB (922 words) - 15:41, 8 December 2011
  • '''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
    5 KB (827 words) - 15:51, 30 June 2021
  • :* [[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
    6 KB (1,176 words) - 20:59, 9 June 2014
  • 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
    6 KB (847 words) - 01:25, 8 July 2013
  • ...maker's shop]], as well as sewing plant fiber images and silk images onto items.
    747 bytes (92 words) - 12:33, 7 March 2023
  • :The afflicted dwarf will drop all of their items (including [[clothes]]) one by one until they are entirely naked. They will ...month and a half while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a makeshift wall (e.g. [[statue]]
    5 KB (936 words) - 16:53, 28 November 2023
  • ...). These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves *ITEM - items ranging from ammunition to food types, has secondary types for the purposes
    4 KB (612 words) - 04:45, 6 January 2023
  • When the above items are combined at a [[smelter]], the product is two bars of steel; the refine
    3 KB (396 words) - 12:45, 22 October 2019
  • ...ntly killed, whether by the collapsing ceiling or by "falling rocks". Most items beneath a cave-in will also be destroyed, but light/dark stone, rough gems,
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  • * Place items in tombs}}
    537 bytes (76 words) - 15:38, 8 December 2011
  • ...''' [[labor]] enabled (default) will participate in hauling food and drink items (including [[lye]], for some reason) in appropriate food [[stockpile]]s. No
    686 bytes (94 words) - 15:43, 8 December 2011
  • ...ing to people in a town. Legends can also be found by viewing [[coins]] or items with images, or by visiting an abandoned Dwarven [[fortress]] and viewing t
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  • ...[chasm]], depending on your [[standing orders]]. They will also dispose of items designated for chasming via the [[stocks]] screen once you have a [[bookkee
    557 bytes (75 words) - 15:52, 8 December 2011
  • ...[[labor]] enabled (default) will participate in hauling various furniture items to stockpiles, as well as placing most types of furniture for usage by your
    427 bytes (53 words) - 15:44, 8 December 2011
  • ...(like a [[table]]) or [[furniture]] of a certain material (like [[copper]] items). Sometimes they specify both, for example "green glass window in dining r
    2 KB (360 words) - 15:38, 30 June 2021
  • ...ough not as fast), while training your masons and producing whatever stone items you need. Or, you can build Catapults near the stone piles, clearing them a
    3 KB (486 words) - 20:13, 19 October 2016
  • {{Category|Items}}
    430 bytes (68 words) - 15:37, 8 December 2011
  • ...nt used in the production of [[steel]]. Pig iron cannot be forged into any items, although it can be used to construct any building that can be made out of
    939 bytes (126 words) - 15:51, 8 December 2011
  • ...bronze]] alloy. Tin can be formed into metal crafts, furniture, and coins. Items made from tin are just as valuable as those made from [[copper]].
    724 bytes (99 words) - 15:55, 8 December 2011
  • Items made from silver are more valuable than [[copper]], and less valuable than
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  • ...ep a [[container|chest and cabinet]] in the tomb to ensure that all of the items fit); otherwise, all of the dwarf's possessions will be inherited by his/he
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  • Mechanisms make surprisingly good [[trade]] items, due to their high [[item value|base value]] of 30, but are heavy compared
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  • The "allowed items" and "allowed materials" settings do not serve any function, having been re
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  • ...caravans, however, have been reported to trade crafts made from pearl and items decorated with pearls.
    650 bytes (101 words) - 14:46, 13 April 2012
  • The "allowed items" and "allowed materials" settings do not serve any function, having been re
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