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  • The enemy have come and are laying siege to the fortress. The enemy have come and are preparing to lay siege. They seek a parley!
    931 KB (148,541 words) - 18:41, 1 December 2023
  • enemy <link_type>enemy</link_type>
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there. * '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]]
    50 KB (8,538 words) - 00:25, 21 December 2022
  • ...from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there. * '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]]
    50 KB (8,538 words) - 03:18, 20 December 2022
  • ...from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there. * '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]]
    47 KB (7,991 words) - 16:28, 26 July 2021
  • ...en artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers. | ENEMY PETS
    286 KB (44,767 words) - 10:59, 17 January 2022
  • ...nced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restr ...possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate
    31 KB (4,697 words) - 00:49, 29 December 2022
  • ...nced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restr ...possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate
    31 KB (4,730 words) - 03:55, 20 December 2022
  • ...from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there. * '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]]
    43 KB (7,277 words) - 16:28, 26 July 2021
  • ...from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there. * '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]]
    41 KB (6,894 words) - 15:00, 2 November 2015
  • ...nced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restr ...possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate
    31 KB (4,628 words) - 23:17, 19 March 2019
  • ...nced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restr ...possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate
    32 KB (4,689 words) - 15:05, 19 July 2012
  • ...nced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. Caravans can pass over [[res ...possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate
    27 KB (4,194 words) - 15:10, 28 July 2021
  • : ''For enemy squads, see [[ambush]] and/or [[siege]].'' ...ning and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the
    31 KB (5,121 words) - 17:27, 27 November 2023
  • Post-Embark: Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky a
    63 KB (10,491 words) - 16:07, 26 July 2021
  • Post-Embark: Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky a
    71 KB (11,875 words) - 16:34, 26 July 2021
  • Post-Embark: Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky a
    85 KB (14,135 words) - 16:52, 7 May 2024
  • Post-Embark: Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky a
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ENEMY Enemy
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ENEMY Enemy
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bug ...er blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the be
    60 KB (8,739 words) - 05:12, 7 January 2024
  • ...there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bug ...er blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the be
    56 KB (8,131 words) - 13:05, 6 January 2024
  • Guard post the enemy
    248 KB (37,728 words) - 00:28, 8 August 2013
  • *Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters! ...a. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
    63 KB (10,704 words) - 20:24, 15 January 2023
  • *Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters! ...a. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
    64 KB (10,833 words) - 17:15, 29 February 2024
  • ...there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bug ...er blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the be
    34 KB (4,681 words) - 21:56, 30 March 2015
  • Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky a Post-Embark:
    49 KB (8,248 words) - 16:33, 26 July 2021
  • ...of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.) ...manually reset by a dwarf. This leads civilian dwarves right to a wounded enemy.
    16 KB (2,698 words) - 21:55, 26 July 2021
  • ...of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.) ...manually reset by a dwarf. This leads civilian dwarves right to a wounded enemy.
    16 KB (2,802 words) - 20:25, 28 July 2021
  • ...of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.) ...manually reset by a dwarf. This leads civilian dwarfs right to a wounded enemy.
    16 KB (2,762 words) - 03:42, 20 December 2022
  • ...of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.) ...manually reset by a dwarf. This leads civilian dwarfs right to a wounded enemy.
    16 KB (2,758 words) - 20:39, 15 April 2023
  • ...non-flammable) artifact mechanism should be safe. Additionally, a skilled enemy archer could easily kill your dragon with a lucky shot. ...a. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
    70 KB (11,448 words) - 14:39, 15 December 2020
  • ...ttp://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]] ...ttp://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]
    18 KB (2,871 words) - 03:24, 1 May 2024
  • ...ttp://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]] ...ttp://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]
    13 KB (2,046 words) - 00:56, 11 January 2024
  • ...www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work] ...s creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.
    102 KB (15,512 words) - 00:24, 25 January 2024
  • .../www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work] ...www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...(or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight acce ...a. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ...cascades]], which stem from a bug caused by unusual player actions (taming enemy mounts or ordering your squads to kill merchants from your own civilization Periodically, in world generation or [[World activities|post-worldgen]], a civilization will invade another. Assuming they don't raze th
    5 KB (771 words) - 03:35, 20 December 2022
  • ...'t a lookout tower be nice so my [[crossbowman|marksdwarves]] can pelt the enemy with bolts?" These are possible with [[constructions]]. You can designate ...You should {{k|f}}orbid the trap otherwise it could be reloaded while the enemy is still around.
    44 KB (7,730 words) - 22:36, 15 September 2019
  • The below information is taken from the forum post, observation, and the RAWs. by War and Strife. Although 'The Enemy' has been removed from this sphere and locked into Empyreon, many of his mo
    26 KB (4,423 words) - 20:49, 23 June 2017
  • ...cascades]], which stem from a bug caused by unusual player actions (taming enemy mounts or ordering your squads to kill merchants from your own civilization Periodically, in world generation or [[World activities|post-worldgen]], a civilization will invade another. Assuming they don't raze th
    5 KB (769 words) - 00:34, 21 December 2022
  • :The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[m :Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only wor
    7 KB (1,125 words) - 16:26, 14 March 2024
  • :The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the ber :Similar to military, wardogs will recognize a berserk dwarf as an enemy and rip them apart. One or two is enough for a non-wrestler, and has the ad
    5 KB (936 words) - 16:53, 28 November 2023
  • ...(or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight acce ...a. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
    96 KB (15,752 words) - 04:01, 20 December 2022
  • * Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress. Visit this [http://www.bay12games.com/forum/index.php?topic=40751.0 forum post] for additional macros, and discussion on macro creation.
    58 KB (7,542 words) - 12:24, 29 July 2021
  • *Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters! ...a. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
    51 KB (8,717 words) - 12:51, 19 August 2018
  • ...re may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode ...sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marr
    110 KB (16,803 words) - 06:57, 4 May 2024
  • ...ses will get [[ambush]]es and [[siege]]s from neighboring goblin (or other enemy) civilizations. A thriving fortress will attract certain [[megabeasts]] lik ...ocus on the game's development full-time during his first year of his math post-doctorate at [[wikipedia: Texas A&M|Texas A&M]] in 2006.
    34 KB (5,290 words) - 18:36, 29 August 2023
  • | Ïteb || Post ...who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the c
    9 KB (1,472 words) - 15:18, 4 November 2023
  • ...(usually a dwarf) that needs to find a path to B (an item, a place, or an enemy). If DF is using the A* method(from the forum post):
    4 KB (638 words) - 03:48, 14 December 2011
  • | Ïteb || Post ...who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the c
    9 KB (1,482 words) - 03:45, 20 December 2022