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Editing v0.34:Dwarf

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{{creaturedesc}}
 
{{creaturedesc}}
  
[[Image:Dwarf.jpg|206px|thumb|This is a masterfully-designed engraving of a Dwarf and a battle axe.]]
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[[Image:Dwarf.jpg|206px|thumb|A [[graphite]] engraving of a dwarf.]]
  
'''Dwarves''' are [[Stupid dwarf trick|"intelligent"]], [[alcohol|alcohol-dependent]], {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventure mode]]. They are well known for their stout physique and prominent [[beard]]s (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average [[human]], and have a heightened sense of their surroundings. Dwarves live in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]], are naturally gifted [[miner|miners]], [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.
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'''Dwarves''' are [[Stupid dwarf trick|"intelligent"]] [[alcohol|alcohol-dependent]] {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventure mode]]. They are well known for their stout physique and prominent [[beard]]s, which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier then the average [[human]], and have a heightened sense of their surroundings. Dwarves live in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]], are naturally gifted [[miner|miners]], [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.
  
Dwarven civilizations typically form peaceful, trade-based relationships with [[human]]s and <s>hippies</s> [[elves]], but are bitter enemies with [[goblin]]s. Dwarven babies become [[children]] one year after birth, grow up to become adults at their twelfth birthday, and live to be around 150-170 years of age.
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Dwarven civilizations typically form peaceful trade-based relationships with [[human]]s and <s>hippies</s> [[elves]], and their most hated enemies are the [[goblin]]s. Dwarven babies become [[children]] one and a half year after birth, grow up to become adults at their twelfth birthday, and live to be around 150-170 years of age.
  
Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot. Note however this is only applicable to player controlled dwarves in fortress mode, as they have been observed riding the same cavern mounts as goblins (such as giant olms and toads) when assailing modded races.
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Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot.
  
 
== Fortress mode ==
 
== Fortress mode ==
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Dwarves may occasionally be struck by divine inspiration and desire to create a [[legendary artifact]], an item of masterful craft and great value. A dwarf who is successful in this quest will likely become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insane]].
 
Dwarves may occasionally be struck by divine inspiration and desire to create a [[legendary artifact]], an item of masterful craft and great value. A dwarf who is successful in this quest will likely become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insane]].
  
Dwarves react to stress violently. When pushed to unhappiness by unfortunate events, dwarves are more likely to [[tantrum]] than to talk things out.  It is not uncommon to find them overturning furniture, injuring others, and generally being rowdy. Paradoxically, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or -- in extreme cases -- on the receiving end of the [[Hammerer]]'s corporal punishment.
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Dwarves react to stress violently. When pushed to unhappiness by unfortunate events, dwarves are more likely to [[tantrum]] than to talk things out.  It is not uncommon to find them overturning furniture, injuring others, and generally being rowdy . Paradoxically, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or -- in extreme cases -- on the receiving end of the [[Hammerer]]'s corporal punishment.
  
 
== Adventure mode ==
 
== Adventure mode ==
Dwarven fortresses (and their inhabitants) currently do not exist in Adventurer mode, although player-made fortresses that have been abandoned can attract dwarven NPCs that will settle down in them. Unfortunately, [[human]]-made armor is too large for them to wear, and humans are the only race with [[shop]]s, so all armor upgrades will have to come from looting elves, goblins, and other dwarves.  Most human weapons must be wielded two-handed by dwarves, due to their size.
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Dwarven fortresses (and their inhabitants) currently do not exist in Adventurer mode, although player-made fortresses that have been abandoned can attract Dwarf NPCs that will settle down in it. Dwarven characters always start with [[steel]] or [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]]-made armor is too large for them to wear, and humans are the only race with [[shop]]s, so all armor upgrades will have to come from looting elves, goblins, and other dwarves.  Most human weapons must be wielded two-handed by dwarves, due to their size.
  
 
== Ethics ==
 
== Ethics ==
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== Mythology ==
 
== Mythology ==
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smiths]], although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarven smiths created some of the greatest and most powerful items of mythology, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.
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In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smiths]], although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of mythology, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.
  
 
== Community outlook ==
 
== Community outlook ==
 
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include [[dodging]] into thin air (off of cliffs and into [[river]]s), never accounting for [[water]] [[flow]] (and being swept off of [[waterfall]]s to a watery grave several [[z-level]]s below), always taking the easy [[path]]s (even through a pond [[syndrome|poisoned]] with toxic [[forgotten beast]] blood), building [[construction]]s from the wrong side (trapping themselves within), [[channel]]ing the floor one <s>is</s> was standing on, wandering off to do dangerous things ([[web|collecting webs]] when a [[giant cave spider]] is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly [[corpse]]s even when the goblins that have rendered them horizontal are a mere two feet away).
 
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include [[dodging]] into thin air (off of cliffs and into [[river]]s), never accounting for [[water]] [[flow]] (and being swept off of [[waterfall]]s to a watery grave several [[z-level]]s below), always taking the easy [[path]]s (even through a pond [[syndrome|poisoned]] with toxic [[forgotten beast]] blood), building [[construction]]s from the wrong side (trapping themselves within), [[channel]]ing the floor one <s>is</s> was standing on, wandering off to do dangerous things ([[web|collecting webs]] when a [[giant cave spider]] is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly [[corpse]]s even when the goblins that have rendered them horizontal are a mere two feet away).
  
The problem is further compounded by dwarven touchiness; they easily become depressed, throwing [[tantrum]]s that spiral out of control for what seem like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably leads to players' emphasis of the "dwarfy": failsafe design, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.
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The problem is further compounded by dwarven touchiness; they easily become depressed, throwing [[tantrum]]s that spiral out of control for what seem like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably leads to players' emphasis of the "dworfy": failsafe design, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather then bending it to their will.
  
 
In accounts of exploits or [[fun]], the generic name [[main:Urist|Urist]] is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.
 
In accounts of exploits or [[fun]], the generic name [[main:Urist|Urist]] is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.

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