v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search
  • 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
  • ...building material ([[wood]], [[stone]], or [[block]]) and a dwarf who has the [[animal training]] and/or [[trapping]] labors enabled. ...ed ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal
    2 KB (362 words) - 15:47, 8 December 2011
  • There are quite a bit of contenders for the title. ...e ridiculously aggressive, and ''will'' attack you if you find yourself in the same river. Since they are natural swimmers and you are not, they have a cl
    2 KB (250 words) - 01:07, 18 August 2012
  • ...arves, while a {{Cgr|Y}} under the 'Likes fighting?' column indicates that the creature will aggressively defend itself and will be less inclined to flee ==Land Animals==
    23 KB (3,076 words) - 09:54, 15 July 2013
  • This section is sufficiently complete, although the following groups could use more representatives: tanaids, hooded shrimp, kr ...ttp://en.wikipedia.org/wiki/Romaleon_antennarium <!--Is this really called the fan crab?-->
    6 KB (843 words) - 23:07, 7 May 2010
  • ...ng]] biome should fear them as well – [[zombie]] orcas may crawl up on dry land. ..._orca_preview.jpg|thumb|300px|center|Once accidentally flopped itself onto land and took out three fortresses... in three different biomes... kilometers ap
    1 KB (218 words) - 03:29, 20 December 2022
  • ...ng]] biome should fear them as well – [[zombie]] orcas may crawl up on dry land. ..._orca_preview.jpg|thumb|300px|center|Once accidentally flopped itself onto land and took out three fortresses... in three different biomes... kilometers ap
    1 KB (223 words) - 10:53, 24 January 2023
  • ...te]]s are those that are perennial warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But === Land biomes ===
    1 KB (129 words) - 17:34, 8 December 2011
  • ...te]]s are those that are perennial warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But === Land biomes ===
    1 KB (129 words) - 12:30, 6 June 2013
  • === The Missing Guard<sup>DF</sup> === ...ohort of peasants under him, were given the job. This miner had dealt with the scum before, and set to with his pick, mining so much flesh like he had min
    34 KB (6,108 words) - 13:04, 23 April 2010
  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems ...- the very high amount of extra options for a generated world can provide the player with a much more customized experience.)
    82 KB (13,016 words) - 08:47, 21 January 2023
  • ...''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems ...options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better under
    82 KB (12,872 words) - 12:17, 3 April 2024
  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file.'' Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:
    71 KB (11,322 words) - 02:54, 7 March 2022
  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file.'' Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:
    63 KB (9,936 words) - 15:59, 13 July 2017
  • ...ves that inhabited the fortress. The tunnels were dug deep. All the way to the magma river. ...terrorizing the dwarves near by and the Lizardmen came in a wave of 4 from the river stalking my farms.
    24 KB (4,302 words) - 20:25, 23 June 2017
  • ...you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead. ...t no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.
    43 KB (7,415 words) - 07:36, 17 May 2023
  • ...you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead. ...t no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.
    43 KB (7,414 words) - 02:51, 20 December 2022
  • | Creature needs alcohol to get through the working day. | Sets if the creature is active in day, night, and twilight. Seems to be a separate valu
    40 KB (5,917 words) - 22:41, 3 September 2021
  • ALSO, be sure to include the following format: ...bly both. Breaching the [[caverns]] or [[hidden fun stuff]] should ensure the fortress is occupied.
    41 KB (6,700 words) - 12:31, 21 March 2022
  • ...e game in which said creature was introduced. The version number refers to the '''save''' version, with 1107 corresponding to 0.21.93.19a and 1169 corresp All creatures in the stock raws were added before version 1107, so this generally has no effect.
    42 KB (6,298 words) - 20:38, 25 July 2021
  • ...able (many by default!) It also introduces a slew of new mega-beasts (Like the Steel Colossus), new metals (such as Mithril), new stones (woadstone), civi ...of steel and impure mithril, which many of your enemies have access to. On the other hand, a military outfitted with Keen goes through goblins, orcs (Note
    26 KB (4,423 words) - 20:49, 23 June 2017
  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]], and therefore requ
    37 KB (6,224 words) - 07:11, 21 August 2023
  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]], and therefore requ
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ALSO, be sure to include the following format: ...th. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied.
    30 KB (5,073 words) - 16:15, 20 June 2020
  • ...or a solid basis to survive the first couple of months or years, check out the aptly named guide on [[your first fortress]]. It includes a basic starting ::''If you're trying to plan the future, try [[what should I build first]]?''
    40 KB (6,591 words) - 04:07, 22 February 2014
  • ...y to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...echanisms and time when replacing the likes of floodgates, especially when the [[magma|fluid in question]] requires a wide opening. ...terials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a
    20 KB (3,327 words) - 05:23, 3 March 2024
  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]] and so requires sli
    28 KB (4,719 words) - 13:48, 23 April 2014
  • ...rol [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening. ...terials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a
    20 KB (3,307 words) - 03:11, 20 December 2022
  • ...a long time and may seem like a nuisance, but it is actually the heart of the game. ...activities|activities continue]] even after world generation, as you play the game. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world
    16 KB (2,544 words) - 15:19, 13 November 2023
  • ...se it up" in any way. It is ''extremely'' dangerous, [[fun|and has led to the death of many dwarves, and many fortresses]]. '''Lava''' is the same substance. Magma is what it is called underground, while it is called
    19 KB (3,344 words) - 17:29, 4 July 2020
  • ...rol [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening. ...e direction points to the side of the bridge which will become a wall when the bridge is raised.
    14 KB (2,333 words) - 12:57, 30 June 2018
  • ...overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages ...estock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gather
    22 KB (3,752 words) - 00:53, 14 October 2023
  • ...ned; a custom creature can have a tier of 3000 and still work even if it's the only custom creature. ...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
    25 KB (3,935 words) - 15:15, 7 April 2021
  • :''This page is about the creature. For the structure, see [[Wagon (embark)]]'' ...eir capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily.
    15 KB (2,396 words) - 19:08, 5 April 2024
  • ...ou should put a new adventure entity above the Dwarves. Not at the end of the file. ...dventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear.
    21 KB (3,286 words) - 13:57, 8 December 2021
  • This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''. ..., stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is
    21 KB (3,661 words) - 20:14, 17 June 2019
  • ...overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages ...estock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gather
    19 KB (3,285 words) - 09:43, 26 December 2022
  • ...ply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token. | The position holder is not subjected to the Dwarven Economy.
    13 KB (2,033 words) - 20:13, 9 December 2011
  • '''Farming''' is the action of growing [[crops]] for [[food]], [[alcohol]] production and [[clot ...ith {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires [[seeds]] and a worker with the "Farming (Fields)" [[labor]] enabled.
    12 KB (2,023 words) - 01:41, 16 October 2023
  • ...worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. ...or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to
    18 KB (2,871 words) - 03:24, 1 May 2024
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. ...won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere.
    26 KB (3,515 words) - 06:27, 14 February 2024
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. ...won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere.
    18 KB (2,532 words) - 20:05, 3 May 2023
  • '''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough ...nd ''9.348 times as dense as platinum'', and thus the heaviest material in the game.
    7 KB (1,169 words) - 14:24, 3 May 2024
  • '''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough ...nd ''9.348 times as dense as platinum'', and thus the heaviest material in the game.
    7 KB (1,161 words) - 14:24, 3 May 2024
  • ...(such as undead invasions), but much of this was stripped out by the time the first version of Dwarf Fortress was actually released. ..., and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=4175 proper tools], editing them is fai
    7 KB (1,077 words) - 13:35, 15 September 2014
  • ...(such as undead invasions), but much of this was stripped out by the time the first version of Dwarf Fortress was actually released. ..., and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=4175 proper tools], editing them is fai
    7 KB (1,077 words) - 13:35, 15 September 2014
  • ...(such as undead invasions), but much of this was stripped out by the time the first version of ''Dwarf Fortress'' was actually released. ..., and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=4175 proper tools], editing them is fai
    7 KB (1,083 words) - 03:19, 20 December 2022
  • please use the following template to add new world examples [[File:desert-world-map.png|thumb|400px|right|Shagthoomon "The Everseeing Realms"]]
    28 KB (3,067 words) - 01:38, 30 June 2012
  • :''This page is about the creature. For the structure, see [[Wagon (embark)]]'' ...pass your site and you will only be able to trade for what is available on the merchants' pack animals.
    8 KB (1,249 words) - 04:06, 20 December 2022
  • ...[[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 Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all ite
    5 KB (847 words) - 14:31, 8 March 2024
  • ...]. It is not possible to found a fort solely in an oceanic [[biome]]; some land is needed. ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface.
    5 KB (796 words) - 18:59, 31 July 2012
  • ''(For information on the wagon carrying your goods during embark, see [[Wagon (embark)]].)'' [[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]
    6 KB (1,029 words) - 14:05, 31 May 2014
  • ...king for size of [[clothing]], [[armor]], the dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...ng - witness the incredible compression of matter, space, and time that is the [[QSP]]. When even multiple full grown [[dragon]]s occupy a single square,
    8 KB (1,103 words) - 07:21, 2 December 2023
  • ...al Map, and the biome's information will be displayed on the right side of the screen. ...the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and
    8 KB (1,183 words) - 08:09, 21 January 2023
  • ...to check which biomes are in a potential embark, the player needs to move the mouse pointer over each tile. ...the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and
    8 KB (1,170 words) - 07:01, 3 March 2024
  • ...designated for slaughter in the {{k|u}} [[Unit_list|Creatures]] menu under the Pets/Livestock tab. Slaughtering is instantaneous once the animal has been led to the butcher's shop. [[Pet]]s cannot be slaughtered.
    5 KB (843 words) - 02:35, 2 February 2024
  • ...king for size of [[clothing]], [[armor]], the dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...ng - witness the incredible compression of matter, space, and time that is the [[QSP]]. When even multiple full grown [[dragon]]s occupy a single square,
    13 KB (1,767 words) - 06:00, 22 April 2024
  • * [[Animal|Tame land animal]] ...slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill. If you have many excess animals, you can slaughter them
    5 KB (786 words) - 20:26, 12 August 2022
  • * [[Animal|Tame land animal]] ...slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill. If you have many excess animals, you can slaughter them
    5 KB (769 words) - 17:19, 28 September 2013
  • ...[[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world. ...gonfire]]" which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if a creatu
    6 KB (987 words) - 10:01, 1 July 2014
  • ...and armor. Possibly both. Dig out enough [[raw adamantine]] and "too deep" the fortress to ensure it is sufficiently occupied. '''Difficulty:''' The sky's the limit.
    6 KB (1,036 words) - 03:56, 7 March 2017
  • ...(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 ...tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
    7 KB (1,216 words) - 04:01, 20 December 2022
  • ...(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 ...tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
    7 KB (1,228 words) - 17:46, 11 August 2023
  • The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possibl * [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)
    5 KB (842 words) - 00:33, 21 December 2022
  • The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possibl * [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)
    5 KB (840 words) - 03:32, 20 December 2022
  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...ottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|<}} to mov
    2 KB (248 words) - 05:32, 17 February 2012
  • ...ife, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including [[swimming]], * Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their {{token|STANCE
    8 KB (1,150 words) - 04:36, 29 January 2023
  • ...ife, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including [[swimming]], * Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their {{token|STANCE
    8 KB (1,148 words) - 03:25, 20 December 2022
  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...h displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|<}} to mov
    2 KB (272 words) - 04:09, 20 December 2022
  • ...ne z-level to another by moving the mouse wheel up or down. Alternatively, the player can press {{k|e}} to move up and {{k|c}} to move down. ...th an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of cavern
    2 KB (303 words) - 10:27, 12 February 2024
  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...ottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|<}} to mov
    1 KB (233 words) - 23:11, 8 April 2014
  • ...ose enough proximity to land, and in a Cold or Freezing [[biome]], so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
    3 KB (469 words) - 03:17, 17 June 2023
  • ...ose enough proximity to land, and in a Cold or Freezing [[biome]], so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
    3 KB (473 words) - 03:36, 20 December 2022
  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
    4 KB (474 words) - 21:26, 18 September 2012
  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
    4 KB (482 words) - 00:05, 18 May 2014
  • ...at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled. ...lly do on his own. According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as o
    2 KB (349 words) - 21:31, 2 July 2013
  • ...at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled. ...lly do on his own. According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as o
    2 KB (343 words) - 16:32, 8 December 2011
  • ...erm whale man|sperm whale men]]. However, they are smaller than some other land-dwelling humanoids such as [[giant]]s and [[cyclops|cyclopes]]. ...o tusks with which to gore enemies, which can be exceedingly useful should the player lodge their weapon in an agile enemy (most flying creatures).
    2 KB (331 words) - 00:30, 25 April 2024
  • ...erm whale man|sperm whale men]]. However, they are smaller than some other land-dwelling humanoids such as [[giant]]s and [[cyclops|cyclopes]]. ...o tusks with which to gore enemies, which can be exceedingly useful should the player lodge their weapon in an agile enemy (most flying creatures).
    2 KB (323 words) - 03:21, 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 (285 words) - 01:03, 16 January 2014
  • ...d be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s c [[Image:Undead_Fish.png|frame|Undead fish traversing dry land to attack an adventurer.]]
    3 KB (475 words) - 10:54, 18 May 2015
  • [[File:Resources worldgen.png|thumb|'The late Murk' Region]] ...h the same or similar [[biome]]s, and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.
    2 KB (318 words) - 09:26, 21 August 2023
  • [[File:Resources worldgen.png|thumb|'The late Murk' Region]] ...h the same or similar [[biome]]s, and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.
    2 KB (318 words) - 03:53, 20 December 2022
  • * Capture a live land animal ...pper dwarf come across it, the trapped animal will be eaten, regardless if the dwarf detests it or not.{{verify}}
    1 KB (154 words) - 17:34, 8 December 2011
  • Potworm http://en.wikipedia.org/wiki/Enchytraeidae (best representative is the Grindal worm: http://en.wikipedia.org/wiki/Enchytraeus_buchholzi) ...edia.org/wiki/Leech '''(already included)''' (likely based on Hirudo spp., the blood-sucking medicinal leeches)
    12 KB (1,686 words) - 17:51, 28 March 2017
  • ...tical face. These cliffs can be as short as two z-levels, but depending on the area, can reach heights much greater than 10! ...re found in [[mountain]]ous areas, where [[tree]]s don't grow and farmable land must be made from manipulating [[water]] sources.
    755 bytes (131 words) - 14:39, 8 December 2011
  • ...Forums. It is no longer available there and has been heavily edited here. The original author is unknown.'' ...a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]]
    76 KB (13,750 words) - 14:55, 24 November 2021
  • ...in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...ss|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}
    86 KB (14,760 words) - 04:47, 17 March 2024
  • The following is a list of [[challenge]]s relating to playstyle. Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years,
    85 KB (14,135 words) - 16:52, 7 May 2024
  • The following is a list of [[challenge]]s relating to playstyle. Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years,
    84 KB (13,988 words) - 03:49, 20 December 2022
  • Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, ...dered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneat
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ...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
    47 KB (7,730 words) - 19:15, 16 November 2014
  • ...ly do not add their names to a page or subsection - "anonymous" editing is the rule. This page allows for exceptions to that rule, but that does not preve This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work,
    102 KB (15,169 words) - 19:37, 12 August 2023
  • Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, ...dered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneat
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...ess’ existence. Astebkol has weathered three sieges, each more brutal than the last. ====The First Siege of Astebkol====
    26 KB (4,647 words) - 15:16, 8 December 2011
  • :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
    54 KB (9,560 words) - 12:51, 18 May 2013
  • === Kelilrom - The short lived dream<sup>DF</sup> === ...contained so many riches that a new adjective would be needed to describe the vast amounts of minerals.
    28 KB (5,145 words) - 05:06, 18 November 2021
  • [[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael ...ill produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
    30 KB (5,044 words) - 21:53, 23 January 2024
  • [[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael ...ill produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
    29 KB (4,862 words) - 03:06, 20 December 2022
  • ...I can't look up what they actually were anymore. Which is too bad, it was the first fortress I was doing right. ...whose main job was drinking ale, and who did a bit of furnace operating on the side.
    20 KB (3,603 words) - 13:04, 23 April 2010
  • ...ill]]s. A screw pump both accepts and transfers power using either tile of the pump, in all orthogonal directions, including above and below. ...ally shows the orientation of the pump. The input side has many gears, and the output side has jutting pipes.
    23 KB (3,912 words) - 16:28, 2 October 2023
  • ...er to murder those who ate but did not produce, I was the dwarf who pulled the lever. I was his student. ...Vyl realised what he must do, he sent me away, knowing the destruction of the fortress would destroy all record of me. For all those twenty years I have
    19 KB (3,499 words) - 13:04, 23 April 2010
  • ...es might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. ...er torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
    92 KB (14,678 words) - 18:35, 8 May 2024
  • ...e tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[ ...a total of 4 tiles in a row - 1) the liquid source, two for the pump, and the output (details below, under Construction).
    21 KB (3,603 words) - 03:55, 20 December 2022
  • ===The Situation Worsens<sup>DF</sup>=== (read the below introduction or just view the image with knowledge that this is my first fortress)
    18 KB (3,300 words) - 20:25, 23 June 2017
  • ...es might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. ...er torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
    75 KB (12,156 words) - 19:50, 13 February 2023
  • ..., unless they began as outsiders. As they explore and discover new things, the log will actively fill up with new information. ...t travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:
    21 KB (3,336 words) - 03:51, 20 December 2022
  • [[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be w ...non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from
    60 KB (8,739 words) - 05:12, 7 January 2024
  • ..., unless they began as outsiders. As they explore and discover new things, the log will actively fill up with new information. ...t travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:
    21 KB (3,341 words) - 12:48, 26 August 2023
  • ...gnation has arisen to account for clades which exist outside these castes, the Un-Caste geneclades. ...nscript a 13 year old into the army or make him work in the mines he'll be the size of an actual 13 year old.
    29 KB (4,124 words) - 03:03, 28 March 2023
  • ...full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat. '''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
    64 KB (10,487 words) - 21:31, 24 November 2014
  • ...>.]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] user ==The Origin of Necromancers==
    37 KB (6,081 words) - 22:22, 28 November 2023
  • ...ht]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]]-user ==The Origin of Necromancers==
    39 KB (6,270 words) - 06:58, 25 April 2024
  • A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be w ...non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from
    56 KB (8,131 words) - 13:05, 6 January 2024
  • ...e tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[ ...xit [[z-level]] - a pump never "forces" water to a higher [[z-level]] than the output tile.
    19 KB (3,237 words) - 17:46, 20 August 2014
  • This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work, ...earn more about the military and how it works in ''Dwarf Fortress'', go to the [[DF2014:Military]] article.
    48 KB (7,288 words) - 16:45, 18 March 2020
  • ...mode|Dwarf Fortress mode]]. They are defined inside [[Entity token]]s. In the vanilla game, position token definitions can be found in <code>[[Game folde ...ition is defined with a position 'code', as argument in de [POSITION]-tag. The same code may be used multiple times, they don't have to be unique. This co
    24 KB (3,729 words) - 16:18, 2 April 2024
  • [[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.
    31 KB (5,144 words) - 04:58, 1 March 2024
  • ...are labeled as "muddy". This is also called '''muddying''' the floor, as the dry floor tile is then a "muddy <type of stone> floor". Inside [[cave]]s, Once muddied, ground never needs to be re-irrigated, unless the muddying is removed by dwarven construction (see [[Irrigation#De-Irrigation
    17 KB (3,052 words) - 20:14, 23 June 2017
  • ===The case of the missing seeds<sup>DF</sup>=== ...caught up in things when the merchants left, I wasn't prepared at all for the wave of immigrants.
    13 KB (2,441 words) - 13:04, 23 April 2010
  • ...e tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[ ...xit [[z-level]] - a pump never "forces" water to a higher [[z-level]] than the output tile.
    16 KB (2,763 words) - 06:32, 29 December 2011
  • ...ppears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake. I'd note mineral distribution, but I'm not quite ...afe in Winter, but on the plus side the Goblins will fall into the lake in the spring.
    20 KB (3,233 words) - 03:17, 29 March 2020
  • ...rects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].'' ...pawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall.
    29 KB (4,808 words) - 10:31, 27 April 2024
  • ...fore. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mod Read the full [[adventure mode]] documentation for additional detail.
    24 KB (4,160 words) - 19:28, 25 April 2016
  • To begin playing, you must first '''generate a world''' to play in. At the main menu, you can choose to: ...zed generated world.]]This article will cover basic world generation using the first option. (''For advanced parameters, see'' '''[[advanced world generat
    17 KB (2,636 words) - 04:08, 20 December 2022
  • Playing Dwarf Fortress means lots of typing. Although the game has no internal macro/keymap system (except in alpha version 40d12), u ...tilities#AutoHotKey]] and download AutoHotKey. Installation is simple and the program uses few system resources.
    58 KB (7,542 words) - 12:24, 29 July 2021
  • ...fore. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mod Read the full [[adventure mode]] documentation for additional detail.
    21 KB (3,696 words) - 18:29, 3 April 2015
  • ...rects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].'' ...pawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall.
    25 KB (4,133 words) - 04:19, 30 April 2023
  • ...reas are eerie glowing pits, which go all the way to the lowest z-level in the map. Demons can be seen wandering through it.]] ..."HFS" and "eerie glowing pit" redirects here. For other hidden content in the game, see [[easter eggs]].''
    11 KB (1,902 words) - 18:18, 21 April 2024
  • ...ng objects, or collecting [[water]]. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for ...([[healthcare|hospital]], pit/pond) additional orders can then be set from the same menu.
    16 KB (2,760 words) - 16:31, 26 July 2021
  • ..., though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby [[Dwarf|dwarves]]. SMR acts as a ...th the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).
    11 KB (1,973 words) - 16:09, 5 May 2023
  • ..., though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby [[Dwarf|dwarves]]. SMR acts as a ...th the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).
    11 KB (1,964 words) - 03:56, 20 December 2022
  • ..."HFS" and "eerie glowing pit" redirects here. For other hidden content in the game, see [[easter eggs]].'' ...a]] and breaching a hollow [[raw adamantine]] vein. Breaching it serves as the end-game of [[dwarf fortress mode]] for those [[Stupid dwarf trick|daring e
    10 KB (1,697 words) - 04:05, 20 December 2022
  • ...s (except those in [[jail]]) will quickly starve, for they are never fed. The only case when a caged creature is fed is during its taming. ...al has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps.
    13 KB (2,285 words) - 20:07, 23 June 2017
  • ...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.
    13 KB (2,226 words) - 19:31, 31 July 2012
  • ...processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is beekeeping. ...Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are
    13 KB (2,169 words) - 03:09, 20 December 2022
  • ...nd "material" as labeled; the color is visible immediately upon confirming the construction order. (* i.e. the first material created or imported on your map, by chronological order.{{ci
    9 KB (1,553 words) - 21:18, 22 January 2024
  • ...others (the aforesaid utility nobles, mostly) can be directly appointed by the player, and can be promoted, demoted and replaced at any time. ...popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and their replacement may be ''even worse''. Furthermore,
    27 KB (4,155 words) - 03:45, 20 December 2022
  • ...me clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. [[Dwarves]] are gender-insensitiv Within the game engine, there is no fundamental difference between clothing and [[armo
    17 KB (2,703 words) - 20:12, 21 April 2024
  • ...f Fortress, you must first '''create a world''' to play in. When you enter the world creation screen, you are presented with a screen full of options: ...will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick o
    12 KB (1,958 words) - 20:30, 23 June 2017
  • ...p is of the highest quality. The dwarf is stabbing the zombie in the back. The zombie is smirking.]] ...ed intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]]. Animated dead are [[immorta
    16 KB (2,666 words) - 04:05, 20 December 2022
  • ...processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is beekeeping. ...Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are
    13 KB (2,091 words) - 22:02, 14 March 2024
  • ...d intentionally by a [[necromancer]], a [[mummy]], or arise naturally from the dark energies of [[surroundings|evil regions]]. Animated dead are [[immorta ...an alternate, paler skin color. Some undead creatures will appear exactly the same as they were when alive.
    17 KB (2,733 words) - 20:41, 25 September 2023
  • ..., though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby dwarves. SMR acts as a barrier, ...th the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).
    9 KB (1,579 words) - 21:51, 24 April 2016
  • The best defense is a good offense - if you let your enemies attack you, you're * Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until y
    22 KB (3,745 words) - 00:18, 21 December 2022
  • The best defense is a good offense - if you let your enemies attack you, you're * Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until y
    22 KB (3,743 words) - 02:51, 20 December 2022
  • ...an also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior. ...tockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).
    13 KB (2,336 words) - 19:05, 30 August 2021

View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)