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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 be13 KB (2,117 words) - 00:14, 6 September 2021
- ...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 has18 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, that6 KB (1,027 words) - 14:32, 30 June 2021
- ==Base values of items== ===Items with no quality, made of special materials===13 KB (1,650 words) - 21:41, 11 May 2022
- ...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 sto10 KB (1,563 words) - 15:24, 26 April 2024
- ...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==41 KB (7,264 words) - 22:15, 28 July 2021
- ...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 alwa18 KB (2,742 words) - 13:58, 2 November 2021
- ...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 or7 KB (1,225 words) - 21:57, 6 January 2014
- ...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 tak8 KB (1,419 words) - 21:54, 9 July 2012
- 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 ma18 KB (2,023 words) - 17:12, 13 December 2023
- !# items !! # squares !! area (loss) !! material ratio/(mat-ratio for 3x?) |2 items || 7 squares || 3x2 (1) || .29/.339 KB (1,589 words) - 15:41, 17 December 2014
- ...[[bronze]], [[brass]], [[steel]], and [[electrum]]), these will count as 2 items. ...like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.6 KB (996 words) - 13:38, 26 June 2016
- ...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. It33 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.</bl4 KB (645 words) - 14:23, 13 March 2014
- 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.2 KB (344 words) - 15:53, 8 December 2011
- * 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 sele9 KB (1,365 words) - 23:37, 27 July 2020
- 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 the7 KB (1,169 words) - 16:43, 9 May 2022
- ..., 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:13 KB (2,225 words) - 02:54, 21 April 2024
- 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 (c7 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]].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 Opt8 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 s8 KB (1,330 words) - 14:01, 4 August 2020
- * '''Easy''' (biscuit) requires two cookable items. * '''Fine''' (stew) requires three cookable items.6 KB (935 words) - 03:31, 21 February 2024
- ...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 them2 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 [[g4 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 it3 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 [[leathe4 KB (636 words) - 21:39, 15 June 2012
- * made rain dampen creatures, items and vegetation * did temperature exchange between building items3 KB (461 words) - 15:01, 13 March 2014
- ...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 1002 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 [[legenda9 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 in2 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 sold19 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, reduci3 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 ha2 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.4 KB (691 words) - 14:17, 8 March 2024
- ...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 weightless3 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 original4 KB (627 words) - 22:59, 17 June 2017
- ...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 will3 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 ad2 KB (340 words) - 15:07, 6 July 2020
- * stopped ITEMCORPSE items from being placed in traps * stopped clothing stores from stocking unwearable items3 KB (443 words) - 14:56, 13 March 2014
- ...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.5 KB (790 words) - 15:49, 8 December 2011
- | Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather == Items and Animals Used ==7 KB (1,143 words) - 14:47, 5 June 2014
- | Allows a creature to steal and eat edible items from you. | Allows the creature to wear or wield items.42 KB (6,298 words) - 20:38, 25 July 2021
- ...{{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 sta4 KB (631 words) - 02:48, 2 July 2012
- ...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.11 KB (1,809 words) - 14:55, 30 August 2021
- ...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 their8 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 the13 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 in5 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}}7 KB (1,065 words) - 17:52, 17 May 2013
- ...eeks), and doesn't require fuel. Due to their incredible value, adamantine items cannot be decorated '''or''' traded.3 KB (450 words) - 02:11, 13 March 2024
- ...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:3 KB (510 words) - 14:16, 12 December 2023
- * added specific temperature information to the map/units/items/vegetation * added temperature transfer between the environment and ground items4 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 produc4 KB (738 words) - 12:46, 5 November 2020
- ...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 [[rac4 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 unavailable5 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 s2 KB (380 words) - 15:45, 8 December 2011
- '''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 jai6 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, armo505 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.13 KB (2,207 words) - 03:21, 21 November 2021
- ...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 t2 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 an15 KB (2,489 words) - 15:17, 25 March 2014
- ...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 the7 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 often16 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! S9 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 as2 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|*}}2 KB (261 words) - 01:04, 28 July 2020
- * 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 applicable4 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 smi3 KB (537 words) - 20:54, 12 August 2022
- 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}}3 KB (522 words) - 18:10, 19 May 2021
- ...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-traini3 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 an882 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 sure3 KB (501 words) - 21:48, 11 May 2022
- *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.4 KB (644 words) - 15:57, 8 December 2011
- 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]].6 KB (940 words) - 17:48, 26 August 2017
- 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 carry4 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 [[ba12 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 doorwa5 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 e5 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.2 KB (326 words) - 13:04, 4 January 2023
- | style="width:50%" | [[:Category:Items|Items]]5 KB (559 words) - 12:17, 16 April 2019
- 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 any6 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 item6 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 purposes4 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 refine3 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,1 KB (218 words) - 18:38, 24 October 2014
- * 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. No686 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 t790 bytes (123 words) - 02:50, 2 July 2012
- ...[chasm]], depending on your [[standing orders]]. They will also dispose of items designated for chasming via the [[stocks]] screen once you have a [[bookkee557 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 your427 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 r2 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 a3 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 of939 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 than1 KB (212 words) - 21:01, 2 November 2012
- ...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/he2 KB (314 words) - 14:50, 30 June 2021
- Mechanisms make surprisingly good [[trade]] items, due to their high [[item value|base value]] of 30, but are heavy compared1 KB (231 words) - 22:10, 17 June 2012
- The "allowed items" and "allowed materials" settings do not serve any function, having been re704 bytes (113 words) - 15:56, 8 December 2011
- ...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 re734 bytes (111 words) - 21:03, 27 July 2012
- ...in your z-menus 'stocks' section. This entry sums up an odd collection of items, some of which are derived from animals, some from plants.2 KB (272 words) - 02:49, 2 July 2012
- {{Category|Items}}{{Category|Furniture}}{{Category|Traps}}4 KB (736 words) - 21:25, 26 July 2012
- * Throwing items in the [[chasm]]4 KB (619 words) - 15:38, 30 June 2021
- :*'''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background color5 KB (749 words) - 21:36, 11 May 2022
- ...work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but n2 KB (314 words) - 19:55, 11 November 2023
- :* ''If looking for colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''28 KB (3,379 words) - 15:40, 8 December 2011
- These items, when activated, deconstruct, and/or cannot be triggered again until re-lin12 KB (2,153 words) - 19:26, 27 December 2013
- For reasons unknown, items which have been improved in any way are ineligible for most jobs. This rest17 KB (2,858 words) - 21:32, 11 March 2022
- ...time to time. If the Bookkeeper gets other happiness boosts (admiring fine items, owning a particularly nice room), you are advised to ignore '''every''' ma5 KB (777 words) - 15:11, 6 July 2020
- ..., and you will also be given access to the [[Stocks]] screen to manage the items in your fortress in various useful ways.1 KB (215 words) - 17:03, 27 March 2014
- You can also use it to grab worn items (including weapons) to prevent them being used against you, and even snatch8 KB (1,433 words) - 10:40, 25 December 2014
- ...edibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done. Also, since their highest [[strang23 KB (3,833 words) - 23:02, 9 January 2024
- If a married dwarf dies, his/her spouse will inherit all owned items, including clothes.2 KB (319 words) - 17:36, 5 November 2023
- Tower-caps will grow on any muddied rough stone tile, including tiles with items on them, stockpiles, farm plots, and even impassable building tiles. Fortun939 bytes (146 words) - 21:48, 24 April 2020
- | The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no4 KB (750 words) - 15:37, 8 December 2011
- |[ADJ:]||The adjective used to describe items made of this wood.2 KB (252 words) - 14:19, 19 April 2024
- Additionally, dwarves can gain up to 100 happiness from their owned items: +1 for every 128☼ (counting both the item's base value '''and''' its per18 KB (2,735 words) - 21:23, 29 September 2021
- ...lready been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel)14 KB (2,526 words) - 17:12, 13 December 2023
- ===Off-Hand Items===5 KB (774 words) - 22:17, 31 December 2012
- ...ndary]], along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.7 KB (1,171 words) - 02:54, 13 October 2021
- {{Category|Items}}579 bytes (77 words) - 20:46, 8 July 2012
- {{Category|Items}}1 KB (177 words) - 15:56, 8 December 2011
- {{Category|Items}}3 KB (528 words) - 15:43, 30 June 2021
- Once you have a [[bookkeeper]], you can select specific items to be chasmed (not just refuse) from the [[stocks]] menu.11 KB (1,963 words) - 00:10, 10 August 2021
- ...nimals]]), --> various [[crop|fruits and berries]] and [[rope reed]] cloth items.6 KB (741 words) - 20:43, 28 May 2014
- ...hich is multiplied by the appropriate value modifier from the table below. Items can be decorated (encrusted) with cut gems; all such decorations have a val5 KB (750 words) - 21:20, 13 March 2014
- * made the chasm item haulers less forgetful when they grab the chasm items2 KB (310 words) - 18:20, 12 March 2014
- ...ountain. Rough rock crystals are also the primary component used in making items from crystal [[glass]].437 bytes (54 words) - 15:52, 8 December 2011
- * made newly added items in setup screen the focus of the list2 KB (294 words) - 18:12, 12 March 2014
- ...r minor changes. See the changes list for those. Nobles can still demand items involving small creature bones in old saves, but the preference is no longe3 KB (455 words) - 18:21, 12 March 2014
- ...it can't be used to load a cage [[trap]]. Currently, the only way to clean items out a cage is to [[chasm]] them from the {{K|Z}}-[[Stocks]] menu once you h2 KB (296 words) - 15:36, 8 December 2011
- ...cap), an iron crossbow, and a quiver with 30-40 iron bolts. All of these items will be of ordinary [[quality]].3 KB (390 words) - 15:36, 8 December 2011
- {{Category|Items}}1 KB (194 words) - 15:40, 8 December 2011
- * stopped dwarves from taking items from bins and barrels that aren't linked to a pile (like trader bins)2 KB (273 words) - 14:30, 13 March 2014
- * allowed items and artifacts to appear on art images2 KB (368 words) - 14:48, 13 March 2014
- ...[creature]], will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level5 KB (786 words) - 20:26, 12 August 2022
- * fixed crash bug associated to stuffing items into equipment472 bytes (71 words) - 14:35, 13 March 2014
- {{Category|Items}}3 KB (443 words) - 13:44, 2 July 2012
- ...er]], whether smelted from [[ore]]s or [[melt]]ed down from existing metal items.1 KB (184 words) - 16:01, 11 August 2012
- Plants, drinks and products have their values multiplied by how many items are created from a single plant [[stack]].8 KB (1,041 words) - 04:04, 8 September 2017
- ...by dwarves with the [[herbalist]] labor enabled in order to produce plant items. Early on, shrubs can be an important source of food before the [[cave rive3 KB (522 words) - 21:39, 4 August 2021
- ...riminal" whose "crime" was not being able to make [[gold]] or [[platinum]] items because you hadn't yet reached the [[magma flow]].1 KB (200 words) - 14:25, 8 March 2024
- {{Category|Items}}2 KB (330 words) - 15:56, 8 December 2011
- ...ach body part (but they may not completely succeed, depending on available items).11 KB (1,864 words) - 10:24, 11 May 2018
- ...ally causing trouble. In unlucky cases, this can cause the loss of valued items, or the injury or death of bystanders. [[Justice]] will often fall upon a4 KB (590 words) - 16:36, 26 July 2021
- ...[[pick]]s to mine [[ore]], which is then [[smelt]]ed to make [[metal]] for items like more picks. If you are careless (or ignorant) of how to dig safely, a8 KB (1,428 words) - 20:46, 28 May 2014
- ...extraction and smelting are considerably slow, actually forging adamantine items is not.668 bytes (87 words) - 15:36, 8 December 2011
- ...e use is in the manufacture of higher-quality types of [[glass]] and glass items.468 bytes (70 words) - 01:06, 14 April 2012
- ...ls - weaving strands into cloth, smelting strands into wafers, and forging items from said cloth or wafers. Thus, workshop profiles should be utilized in o669 bytes (84 words) - 15:36, 8 December 2011
- * Masterful-[[Item quality|quality]] crafted items144 bytes (18 words) - 19:36, 2 October 2020
- ...habited by [[undead]] [[human]]s and contain various trinkets and valuable items. Like [[cave]]s, ruins are not visible until you either receive a [[quest]]973 bytes (154 words) - 21:38, 19 December 2012
- ...in a mountain. You can dig out tunnels and rooms, build [[workshop]]s and items, farm [[crop]]s, [[hunting|hunt]] [[elephant]]s, get hunted by elephants, f1 KB (214 words) - 14:56, 17 April 2014
- ...ush your dwarves outside once kobold thieves have successfully stolen some items. The kobolds will hold back and fire their [[bow]]s at all dwarves who vent2 KB (337 words) - 12:52, 5 November 2020
- *Create various items for exporting ([[Trade]])2 KB (246 words) - 22:58, 23 March 2014
- ...]]s, or anything else left lying unguarded, prioritizing the highest value items they can (easily) access. If you have no guards or guard [[animals]] (and2 KB (291 words) - 15:52, 8 December 2011
- ...r (embark, siege, [[stymied]], etc.), and for various description screens (items, engravings, unit thoughts and preferences, etc.). Of these, the in-game he3 KB (457 words) - 13:40, 15 September 2014
- {{Category|Items}}452 bytes (64 words) - 15:43, 8 December 2011
- ...ibute]]s, dwarves becoming [[champion]]s, [[noble]]s changing the price of items, tame animals becoming adults and giving birth, weather events, seasons cha1 KB (191 words) - 18:07, 5 February 2014
- {{Category|Items}}2 KB (392 words) - 16:51, 25 November 2013
- The [[quality]] of all bone items created depends on the [[bone carving]] skill of the [[dwarf]] who creates3 KB (496 words) - 19:43, 13 August 2020
- ...make adamantine [[clothing]], but only at a magma forge. All the clothing items that can be made at the [[clothes maker's shop]], as well as [[backpack]]s1 KB (180 words) - 17:49, 26 August 2017
- '''Carpenters''' produce items out of [[wood]]. On '''wood-scarce maps''', their main use is to build [[be2 KB (225 words) - 15:39, 8 December 2011
- ...n the [[weaver]] skill increases value of the cloth produced, and also any items produced from that cloth.2 KB (401 words) - 02:07, 8 July 2013
- ...a dark [[stone]] with greater value than any other type of stone: obsidian items are worth three times as much as those made from normal rock. Obsidian can1 KB (220 words) - 15:50, 8 December 2011
- ...er. Examining a channel using the 'k' key should reveal multiple "Channel" items in a single square - one is a [[building]], while the other is a terrain ti5 KB (949 words) - 00:52, 24 April 2022
- ...e with immigration waves and will require posh rooms immediately and other items eventually.9 KB (1,358 words) - 14:39, 12 November 2021
- {{Use Block|item=[[Barrel]]s, Bins|use=Store [[food]], [[Alcohol|drinks]] and items3 KB (309 words) - 20:55, 3 July 2012
- ...e]]rs will pay a LOT for even an untamed elephant, so they make good trade items. Named elephants can also be traded to the elves, provided they're not in a5 KB (876 words) - 21:31, 4 July 2023
- ...] is sent to be cut, trimmed and otherwise turned into useful [[clothing]] items, [[bags]], [[Restraint|rope]]s, or even sewn onto another item as a [[decor711 bytes (90 words) - 15:40, 8 December 2011
- General crafts, such as idols, scepters, mugs, etc. are useful as [[trade]] items. It is a good idea to include a [[Craftsdwarf]] with both [[Bone carver|Bon3 KB (438 words) - 19:14, 21 May 2012
- ...se, as an alternative to [[refuse|chasming]] it. Create stockpiles for any items you want disposed of just above any diagonal section of the river. The natu5 KB (824 words) - 21:13, 25 July 2021
- ...on. Unlike in later versions, blood does '''not''' accumulate on units and items.1,018 bytes (160 words) - 17:26, 13 December 2012
- The '''Leather Works''' is a [[workshop]] which produces [[leather]] items, like [[clothing]] out of tanned hides made from the [[tanner's shop]].609 bytes (63 words) - 15:47, 8 December 2011
- ...save or chasm other types of refuse ([[chunk]]s, rotten food, and worn out items).3 KB (425 words) - 18:44, 28 February 2014
- When items burn, they release smoke into the surrounding area. The presence of smoke598 bytes (92 words) - 13:14, 25 August 2012
- The Smelter is also the place where [[dwarf|dwarves]] take items to be [[melt]]ed back into [[bar]]s. Melting a [[quality|masterpiece]] item2 KB (241 words) - 17:00, 13 November 2023
- ...], producing exactly one unit per item milled as well as [[seed]]s. Milled items have no [[Item quality|extra quality]] associated with them.1 KB (155 words) - 15:49, 8 December 2011
- ...h [[gem]]s into cut gems suitable for [[Decoration|encrusting]] onto other items. A high level of gem cutting allows a dwarf to cut gems faster, and results505 bytes (69 words) - 15:44, 8 December 2011
- ...s a dwarf to set gems faster and with better quality, making the decorated items more valuable. The jeweler skill is also used when constructing [[Building1 KB (210 words) - 20:59, 12 August 2022
- ...iver]]s, and [[bag]]s, and [[decoration|sew leather images]] into existing items. It also permits working at a [[craftsdwarf's workshop]] to make leather [[529 bytes (67 words) - 15:47, 8 December 2011
- ...much easier to store things in your fortress, so that you can have lots of items stored in just one bin.11 KB (1,958 words) - 22:57, 5 November 2012
- ...[[restraint|rope]]s, [[bag]]s, and [[decoration|sew images]] into existing items. It also permits working at a [[craftsdwarf's workshop]] to make plant fibe518 bytes (70 words) - 15:40, 8 December 2011
- {{Category|Items}}715 bytes (118 words) - 19:23, 19 October 2023
- | The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]]. Body parts9 KB (1,531 words) - 18:34, 11 June 2012
- ...ll continue to wrestle. There are a few ways of dealing with this. Marking items in a dwarf's hands for chasming will cause a dwarf with refuse hauling to t2 KB (329 words) - 09:01, 11 December 2019