https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Coaldiamond&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T20:20:09ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Saguaro&diff=216538Saguaro2015-02-17T20:32:27Z<p>Coaldiamond: Noted that the long Growth_Dur value for saguaro fruits is notably useful in Adventure mode.</p>
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<div>{{Quality|Superior|02:30, 18 April 2013 (UTC)}}<br />
{{Treelookup/0}}<br />
{{av}}<br />
<br />
'''Saguaros''' are a type of [[above ground]] [[tree]]. They are a cactus, and grow in [[desert]]s. Like the overwhelming majority of overland trees, saguaro rib [[carpenter|wood]] logs are brown and produce brown products.<br />
<br />
Saguaros currently bear fruit for a relatively long period of time. This can be very useful in Adventure mode as the saguaro fruit can still be plucked and eaten long after other shrubs and trees have lost their fruits.<br />
<br />
== Trivia ==<br />
Its solid density was determined empirically by DF players, as evidenced in the raws. There was no other public, online source of that information prior to Dwarf Fortress. The Toady One received a "Birthday Artifact" in 2012 made out of Saguaro rib wood, which can be viewed here: http://imgur.com/EPtgt<br />
<br />
<br />
<gallery><br />
Image:Saguaro1.JPG|[[preference|Admired]] for its ''amazing arms''<br />
Image:Dead saguaro1.jpg|Saguaro wood ribs<br />
Image:Dead Saguaro.jpg|Saguaro wood<br />
</gallery><br />
{{Translation<br />
| dwarven = kithìn<br />
| elvish = masami<br />
| goblin = smudo<br />
| human = stasbo<br />
}}<br />
<br />
{{gamedata}}<br />
{{Plants}}<br />
{{Category|Surface trees}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=Adventurer_mode&diff=216450Adventurer mode2015-02-14T16:25:51Z<p>Coaldiamond: /* Companions */ described a quirk of trying to equip companions ~~~</p>
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<div>{{Quality|Masterwork|00:47, 29 September 2013 (UTC)}}<br />
{{av}} <br />
<br />
<br />
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].<br />
:''See [[Adventure Mode quick reference]] to quickly look up key commands.<br />
<br />
<br />
In '''Adventurer Mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on [[quest|quests]] to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave|caves]], shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress|fortresses]] and take all the precious items you yourself once created.<br />
<br />
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack nethack] taking place in the same procedurally generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time, in adventurer mode you control a single character in a turn-based manner.<br />
<br />
<br />
=World Selection=<br />
<br />
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, and "hill dwarves" which inhabit a loose collection of mounds built into hillsides. Human cities and towns are currently the only sites with shops and other places to officially buy goods. <br />
<br />
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all of the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.<br />
<br />
<br />
=Character Creation=<br />
<br />
==Race and Civilization==<br />
<br />
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.<br />
<br />
*'''Humans''' Always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.<br />
<br />
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. <br />
<br />
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits a viable source of armor; if you're up for it, you could also just rob some dwarves. They can start with almost all of the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.<br />
<br />
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing and will have the same problem finding suitable armour.<br />
<br />
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.<br />
<br />
If no civilization for the given race exists in a world you can only play as an outsider.<br />
<br />
== Status ==<br />
<br />
Determines the number of starting skill and attribute points, which does not change based on race:<br />
*'''Peasant:''' 15 attribute, 35 skill<br />
*'''Hero:''' 35 attribute, 95 skill<br />
*'''Demigod:''' 105 attribute, 161 skill<br />
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.<br />
<br />
== Starting Attributes ==<br />
<br />
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.<br />
<br />
=== Body ===<br />
<br />
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.<br />
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.<br />
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.<br />
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out. <br />
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.<br />
*'''Disease Resistance''': Seems to have some effect on vampirism infectivity; may have to do with infected wounds.<br />
<br />
=== Soul ===<br />
<br />
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.<br />
<br />
*'''Analytical Ability''': Useful only for Knapping; should be reduced to minimum.{{Verify}}<br />
<br />
*'''Focus''': Affects Archer, Ambusher, Observer.<br />
<br />
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.<br />
<br />
*'''Creativity''': Useless at the moment.<br />
<br />
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies,ambushes and identifying attacks from opponents.<br />
<br />
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}<br />
<br />
*'''Memory''': Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.<br />
<br />
*'''Linguistic Ability''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}<br />
<br />
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.<br />
<br />
*'''Musicality''': Completely useless. Use this as a dump stat.<br />
<br />
*'''Kinaesthetic Sense''': Affects most combat skills, walking with crutches and swimming.<br />
<br />
*'''Empathy''': Might increase chance of persuading people to join you.{{Verify}}<br />
<br />
*'''Social Awareness''': Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame still plays a big part in whenever you can recruit followers or not.<br />
<br />
=== Attribute Advancement Cap ===<br />
<br />
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.<br />
<br />
== Starting Skills ==<br />
<br />
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.<br />
<br />
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.<br />
<br />
=== Weapon ===<br />
<br />
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.<br />
<br />
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.<br />
<br />
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.<br />
<br />
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.<br />
<br />
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.<br />
*'''Bowman''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.<br />
*'''Crossbowman''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.<br />
*'''Hammerman''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.<br />
*'''Knife User''' - allows characters to use large daggers and knives more effectively. Useful for stabbing things.<br />
*'''Lasher''' - allows characters to use whips and scourges more effectively. Very deadly weapons.<br />
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.<br />
*'''Pikeman''' - allows characters to use pikes more effectively. Like spears, but much bigger.<br />
*'''Spearman''' - allows characters to use spears more effectively. Useful for stabbing things.<br />
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.<br />
<br />
=== General Combat ===<br />
<br />
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.<br />
<br />
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.<br />
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.<br />
<br />
=== Defensive ===<br />
<br />
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.<br />
<br />
*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.<br />
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.<br />
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.<br />
<br />
=== Unarmed Combat and Improvised Weapons ===<br />
<br />
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.<br />
<br />
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.<br />
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.<br />
*'''Kicker''' - Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.<br />
*'''Biter''' - Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.<br />
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.<br />
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.<br />
<br />
=== Movement and Awareness ===<br />
<br />
*'''[[Observer]]''' - Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.<br />
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.<br />
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.<br />
*'''[[Climber]]''' - The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.<br />
*'''[[Tracker]]''' - The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.<br />
*'''[[Crutch-walker]]''' - The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction.<br />
<br />
=== Crafting ===<br />
<br />
These allow your character to create things. There is only one skill currently available in an unmodified game.<br />
<br />
*'''[[Knapper]]''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.<br />
<br />
=== Other ===<br />
<br />
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill. Adding more points is a waste, as novice allows you to read anything.<br />
*'''[[Butcher]]''' - The art of turning corpses into piles of delicious prepared brains and meat for food. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway. Except the taste, of course.<br />
<br />
= Gameplay =<br />
<br />
== Common UI Concepts ==<br />
{{KeyConventions|3}}<br />
<br />
== Moving Around ==<br />
<br />
=== Local Movement ===<br />
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Move<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Move<br />
|-<br />
| {{k|Alt}} and a direction key<br />
| Move carefully / Deliberately enter dangerous terrain<br />
|-<br />
| {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)<br />
| Ascend<br />
|-<br />
| {{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)<br />
| Descend<br />
|-<br />
| {{k|.}}<br />
| Wait for 10 instants<br />
|-<br />
| {{k|,}}<br />
| Wait for 1 instant<br />
|-<br />
| {{k|s}}<br />
| Stand or lie down<br />
|-<br />
| {{k|S}}<br />
| Open Movement Speed/Sneak Menu<br />
|}<br />
<br />
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character. <br />
<br />
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.<br />
<br />
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.<br />
<br />
If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.<br />
<br />
Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.<br />
<br />
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.<br />
<br />
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.<br />
<br />
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.<br />
<br />
=== Fast Travel ===<br />
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|T}}<br />
| Fast Travel<br />
|-<br />
| {{k|d}}<br />
| Exit fast travel mode<br />
|-<br />
| {{k|K}}<br />
| Display detected tracks and odors<br />
|-<br />
| {{k|c}}<br />
| Toggle display of clouds on region map<br />
|-<br />
| {{k|s}}<br />
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.<br />
|-<br />
| {{k|m}}<br />
| Cycle through maps and significant structures<br />
|-<br />
| {{k|Q}}<br />
| View Quest Log<br />
|-<br />
| {{k|Z}}<br />
| Bring up sleep menu<br />
|-<br />
| {{k|h}}<br />
| Hide parts of the bottom bar<br />
|-<br />
| {{k|>}} and {{k|<}}<br />
| Enter/exit tunnel<br />
|-<br />
|}<br />
<br />
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.<br />
<br />
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general.<br />
<br />
If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.<br />
<br />
The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.<br />
<br />
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:<br />
<br />
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.<br />
* 2 presses: hide most local name, reducing the bar to one line of text.<br />
* 3 presses: hide less local name, eliminating the bar entirely.<br />
* 4 presses: shows all information<br />
<br />
== Status and Information ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|}<br />
<br />
=== Looking Around ===<br />
<br />
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.<br />
<br />
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.<br />
<br />
=== Messages ===<br />
<br />
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.<br />
<br />
=== Status Screen ===<br />
<br />
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.<br />
<br />
=== Saving the Game ===<br />
<br />
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.<br />
<br />
<br />
== Searching and Manipulating ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|}<br />
<br />
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.<br />
<br />
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.<br />
<br />
== Managing Equipment ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|i}}<br />
| Show Inventory<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|g}}<br />
| Get (pickup) an item off the ground<br />
|-<br />
| {{k|p}}<br />
| Put an item into a container<br />
|-<br />
| {{k|r}}<br />
| Remove an item you are wearing or from a container<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)<br />
|-<br />
| {{k|q}}<br />
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)<br />
|}<br />
<br />
=== Inventory ===<br />
<br />
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.<br />
<br />
=== Getting/Dropping Things ===<br />
<br />
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not (and you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.<br />
<br />
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.<br />
<br />
=== Containers ===<br />
<br />
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.<br />
<br />
=== Wearing ===<br />
<br />
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armour must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armour second. After all, who, in real life, would wear chainmail over a hard plate?<br />
<br />
''Note that "large" or "small" clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.<br />
<br />
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
<br />
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.<br />
<br />
=== Wielding ===<br />
<br />
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
<br />
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.<br />
<br />
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.<br />
<br />
=== Advanced Interaction ===<br />
<br />
The {{k|I}} key allows "complex interaction" with objects in your inventory. <br />
<br />
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It s best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.<br />
<br />
Advanced interaction can also be used to steal enemy equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.<br />
<br />
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). <br />
<br />
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well<br />
<br />
===Sheathing===<br />
The {{k|q}} key lets you strap your weapons to your back.<br />
<br />
This is useful because you can't climb or wrestle with your hands unless your hands are free.<br />
<br />
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.<br />
<br />
== Time and Weather ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|D}}<br />
| Date<br />
|-<br />
| {{k|P}}<br />
| Temperature<br />
|-<br />
| {{k|W}}<br />
| Weather/Time<br />
|}<br />
<br />
The game has a day/night cycle with time passing as various actions take place. <br />
<br />
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day. <br />
<br />
In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible.<br />
<br />
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.<br />
<br />
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.<br />
<br />
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.<br />
<br />
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.<br />
<br />
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.<br />
<br />
== Sleep ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. <br />
<br />
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]]. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting "Number of Night creatures" to 0)<br />
<br />
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then Bogeymen won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.<br />
<br />
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.<br />
<br />
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.<br />
<br />
It should be noted that, as of DF2014, climbing trees and sleeping on them will prevent Bogeyman attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you.<br />
<br />
== Food and Drink ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|}<br />
<br />
To find water, you must find a river, stream, or well in a town and fill your waterskin from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst.<br />
<br />
Note that drinking vampire blood will turn you into a vampire instantly.<br />
<br />
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink thrice at a time: after that you'll need to rest, or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.<br />
<br />
If the temperature is low enough you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin can also be used to gather water from water sources, or snow from the ground.<br />
<br />
== Combat ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.<br />
<br />
=== Melee Attacks ===<br />
<br />
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complexly interacting with the weapon.<br />
<br />
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}.<br />
<br />
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.<br />
<br />
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. <br />
<br />
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.<br />
<br />
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.<br />
<br />
=== Ranged Attacks ===<br />
<br />
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.<br />
<br />
It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
<br />
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.<br />
<br />
=== Wrestling and Unarmed Attacks ===<br />
<br />
:''Main article: [[Wrestling]]''<br />
<br />
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.<br />
<br />
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].<br />
<br />
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.<br />
<br />
=== Weapons ===<br />
<br />
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.<br />
<br />
=== Wounds ===<br />
<br />
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.<br />
<br />
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.<br />
<br />
=== Combat Preferences ===<br />
<br />
At any time during gameplay (Except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:<br />
<br />
*'''{{k|a}}ttack'''<br />
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.<br />
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.<br />
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.<br />
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. <br />
<br />
*'''{{k|d}}odge'''<br />
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.<br />
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.<br />
<br />
*'''{{k|c}}harge Defense'''<br />
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.<br />
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.<br />
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.<br />
<br />
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.<br />
<br />
== Talking ==<br />
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<br />
|}<br />
<br />
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.<br />
<br />
To begin a conversation, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity.<br />
<br />
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.<br />
<br />
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.<br />
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.<br />
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.<br />
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}<br />
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.<br />
* {{DFtext|Nevermind}} — This has you back out of having a conversation.<br />
<br />
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
| style="text-align:right;width:30%;" | {{DFtext|Return to current topic (new menu)}}<br />
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up specific incident or rumor (new menu)}}<br />
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a hearthperson}}<br />
| Only appears when talking to a leader who you aren't under the command of. Allows to become one the leader's guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a hearthperson}}<br />
| Only appears when you are a leader. Allows to become one the leader's guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}<br />
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up the journey together}}<br />
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about any troubles}}<br />
| Asks the listener what things in the world are bothering them and their people.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for directions (new menu)}}<br />
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the local ruler}}<br />
| As you might imagine, this gets you some information on who controls this particular area.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Trade}}<br />
| Allows you to trade with a merchant. Note that you have to be right next to them for this to work.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Exchange, give, or take personal items}}<br />
| Like {{DFtext|Trade}}, only that it works with non-merchants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}<br />
| Takes to a menu of various request you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depends on who you're talking to.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask listener to join you (new menu)}}<br />
| This is how you get companions. You can either ask them to join you on an adventure, or to lead you to some location.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Claim this site for yourself (group naming menu)}}<br />
| This option allows you to stake a claim on the site you are in.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for permission to stay a day}}<br />
| Allows you to sleep in the listener's building for the night.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the structure you are in}}<br />
| Tells you about whatever structure you are standing in, if you are standing in one.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about this site's neighbors and trade partners}}<br />
| Lets you learn what sites this site is neighboring and/or trading with.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the surrounding area}}<br />
| Choosing this will tell you about some location nearby, and why it's significant.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on weather}}<br />
| Small talk about the weather. Really.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on natural surroundings}}<br />
| Same as the weather, only about the nature around you.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Accuse listener of being a night creature}} <br />
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about listener's profession}}<br />
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about listener's family}}<br />
| Discover what family the listener has, as expected.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Brag about your past violent acts}}<br />
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less impactful than summarizing the conflict.{{Verify}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Say goodbye}}<br />
| Ends the conversation.<br />
|}<br />
<br />
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.<br />
<br />
== Companions ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|c}}<br />
| View companion interface<br />
|}<br />
<br />
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.<br />
<br />
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.<br />
<br />
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed.<br />
<br />
If they survive long enough/are trained well enough then companions are capable of leveling stats and skills. Thus they are susceptible to gaining a title or having a job title change as well. <br />
<br />
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.<br />
<br />
If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a "minor river" (shown by a single dark blue line). Brooks are obviously also safe to cross.<br />
<br />
== Personal Finance ==<br />
<br />
=== Trading (barter) ===<br />
<br />
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.<br />
<br />
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.<br />
<br />
=== Theft ===<br />
<br />
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.<br />
<br />
In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop.<br />
<br />
If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.<br />
<br />
=== Managing coins ===<br />
<br />
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. <br />
<br />
Coin values are as follows:<br />
* Copper Coin = 1☼<br />
* Silver Coin = 5☼<br />
* Gold Coin = 15☼<br />
<br />
To receive the maximum amount of gold coins from that merchant, make sure the amount "they owe you" during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. <br />
<br />
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.<br />
<br />
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.<br />
<br />
=== Where to get items to sell ===<br />
<br />
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits. You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.<br />
<br />
The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.<br />
<br />
Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.<br />
<br />
At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.<br />
<br />
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it.<br />
<br />
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.<br />
<br />
== Quest Log ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Q}}<br />
| Open quest log<br />
|-<br />
| {{k|Esc}}<br />
| Exit quest log<br />
|-<br />
| {{k|e}} {{k|p}} {{k|s}} {{k|r}} {{k|b}}<br />
| Access various lists<br />
|-<br />
| {{k|m}}<br />
| Switch between the world map and additional info<br />
|-<br />
| {{k|z}}<br />
| Center cursor on location of selected list item, if known<br />
|-<br />
| {{k|c}}<br />
| Center cursor on your location<br />
|-<br />
| {{k|l}}<br />
| Toggle the visibility of the line between you and some other point on the map.<br />
|-<br />
| {{k|f}}<br />
| Filter the list<br />
|-<br />
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}<br />
| Navigate the list<br />
|}<br />
<br />
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.<br />
<br />
There are various kinds of lists you can check on the quest log:<br />
<br />
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.<br />
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.<br />
* '''Sites''' — A list of various sites around the world.<br />
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.<br />
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.<br />
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.<br />
<br />
==Crafting==<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|x}}<br />
| Perform action (butcher, create item...)<br />
|}<br />
<br />
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. <br />
<br />
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.<br />
<br />
* '''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.<br />
<br />
* '''Spitting''' gives you spit, which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu.<br />
<br />
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.<br />
<br />
= Sites =<br />
<br />
More information on each type of site can be found in the site's specific article.<br />
<br />
== Civilization ==<br />
<br />
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.<br />
<br />
=== Human Sites ===<br />
<br />
==== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}} ====<br />
Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river.<br />
<br />
Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map.<br />
<br />
Towns usually have lots of interesting structures which are described fully in the [[town]] article.<br />
<br />
==== Hamlets {{Raw Tile|æ|7:0:0}} {{Raw Tile|Æ|7:0:0}} {{Raw Tile|{{=}}|7:0:0}} {{Raw Tile|≡|7:0:0}} ====<br />
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets.<br />
<br />
Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.<br />
<br />
=== Dwarven Sites ===<br />
<br />
==== Dwarf Fortresses {{Raw Tile|Ω|7:0:1}} ====<br />
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges.<br />
<br />
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.<br />
<br />
==== Mountain Halls {{Raw Tile|Ω|0:0:1}} ====<br />
[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.<br />
<br />
==== Hillocks {{Raw Tile|Ω|7:0:0}} ====<br />
[[Hillock]]s are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].<br />
<br />
=== Elven Sites ===<br />
<br />
==== Forest Retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====<br />
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.<br />
<br />
=== Goblin Sites ===<br />
<br />
==== Dark Fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:0}} {{Raw Tile|π|5:0:1}} ====<br />
These are the main goblin sites. Some [[dark fortress]]es may contain a [[Underworld spire|certain spoiler]].<br />
<br />
==== Dark Pits {{Raw Tile|º|5:0:0}}====<br />
These are the goblin equivalent of hamlets and hillocks. [[Dark Pit]]s are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.<br />
<br />
=== Night Creature Sites ===<br />
<br />
==== Necromancer's Towers {{Raw Tile|I|5:0:0}} ====<br />
[[Necromancer]]'s Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necromancers cannot be elf or goblin.<br />
<br />
==== Lairs ====<br />
Lairs are the homes of [[night troll]]s. Lairs are mounds or holes in the ground with doors or hatch covers. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten.<br />
<br />
= FAQ =<br />
<br />
== How do I find an entrance to the underworld? ==<br />
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.<br />
<br />
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.<br />
<br />
Method 3: You can start a [[dwarf fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.<br />
<br />
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer.<br />
<br />
Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.<br />
<br />
== I keep getting maimed! How can I fight without getting seriously hurt? ==<br />
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.<br />
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.<br />
* If you have good speed, try to '''fight enemies one-by-one''' — keep moving backwards and only attack when you're within range of just one enemy.<br />
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.<br />
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.<br />
* Follow the advice under [[#Combat Preferences|Combat Preferences]].<br />
<br />
== How can I obtain armor as quickly as possible? ==<br />
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.<br />
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.<br />
* You can also take along companions and have them killed, or just plainly murder people and loot their corpses for stuff. <br />
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Remember that coins only have nominal value in the civilization they've been minted, but gems are equally valuable anywhere.<br />
<br />
== How do I increase my skills and attributes? ==<br />
<br />
Here are some techniques for raising your skills; very rapidly in some cases.<br />
<br />
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier.<br />
<br />
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.<br />
<br />
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p><br />
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.<br />
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.<br />
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)</p><br />
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.<br />
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Sneaking on the fast travel screen may work as well.{{Verify}} Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.</p><br />
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).<p>Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.</p><p>As of version 40_23 one seem to aquire Observer skill from regular combat.</p><br />
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.<br />
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.<br />
<br />
== I managed to escape but my limbs are chopped off. Now what? ==<br />
<br />
'Tis but a scratch!<br />
<br />
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before.<br />
<br />
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.<br />
<br />
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.<br />
<br />
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.<br />
<br />
== What creatures of night can I become? ==<br />
<br />
You basically have four different choices.<br />
<br />
Firstly, you can become a [[necromancer|'''necromancer''']].<br />
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.<br />
* The last one means it's wise to train them beforehand.<br />
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.<br />
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.<br />
<br />
Secondly, you can become a [[vampire|'''vampire''']].<br />
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.<br />
* Your strength, agility and toughness are doubled.<br />
* They're still fixed forever, so, again, be prepared.<br />
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.<br />
* To become a vampire, defeat one in combat and drink his blood.<br />
<br />
Thirdly, you can become a [[werebeast|'''werebeast''']].<br />
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.<br />
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.<br />
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.<br />
* You don't show any abnormalcy outside of beast form. You are still mortal.<br />
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.<br />
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.<br />
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.<br />
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.<br />
* To become a werebeast, make one bite you. It has to be in the beast form.<br />
* You cannot be a werebeast and a vampire at the same time.<br />
<br />
And finally, you can become a mist [[zombie|'''zombie''']].<br />
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.<br />
* You become permanently hostile to everyone except other undead.<br />
* Your strength and toughness are tripled and fixed. Train beforehand.<br />
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.<br />
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.<br />
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.<br />
<br />
=See Also=<br />
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]<br />
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]<br />
<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&diff=196838v0.34 Talk:Pet2014-02-22T17:29:16Z<p>Coaldiamond: /* Feeding */</p>
<hr />
<div>The first part of the article says: "...being fed by their owners if they are grazers...", but there is also the statement: "...and the fact that owners will not specifically feed their pets...". Does the owner of a grazing pet feed it, or does it have to be pastured?<br />
: If a pet becomes hungry then a job is definitely generated for their owner to feed them. This job is only assigned to the pet's owner, not to any idle dwarf. I assume that the job is only generated once the pet is hungry (similar to "give water" jobs being generated when dwarves are thirsty) but am not confident enough on the details to edit the article. [[User:Pushy|Pushy]] 12:20, 8 November 2012 (UTC)<br />
:: I have a fortress that has had no pasture for going on a year now. My dwarves have several grazer pets (a couple rabbits and a billy goat) who all seem perfectly fine without being pastured. In the same timeframe, my other grazers have all starved. Clearly, the owners take care of their pets. --[[User:LackofCertainty|LackofCertainty]] 18:39, 22 January 2013 (UTC)<br />
:::My current best guess is that pets follow owners outside where grass is, non-assigned stay in the meeting areas where no gras grows and die. --[[User:Old Ancient|Old Ancient]] 18:28, 2 April 2013 (UTC)<br />
<br />
==Fights==<br />
I found in reports that various animals attacked my dwarves (a broken ear, really?) or other animals. It appears that these animals perceive(d) the dining room as crowded, even though no pasture was placed there. Might also be the mix of animals (ducks, rooster, dogs...) Is this known/covered in a different article? It appears no serious injuries happened so far but the thought of my dwarves being attacked by war dogs while dining - not funny. --[[User:Old Ancient|Old Ancient]] 04:12, 28 March 2013 (UTC)<br />
:According to the [[DF2012:Quickstart guide#Temporary Meeting Area|Quickstart guide]], animals will fight if they are in meeting areas as well, which is probably what happened in your case. If they aren't forced to stay in a specific area, they would probably just drift away from each other. --{{User:Lethosor/sig}} 20:25, 28 March 2013 (UTC)<br />
::Thanks. Now, why did I post this to "pets"?? --[[User:Old Ancient|Old Ancient]] 19:40, 30 March 2013 (UTC)<br />
<br />
==Feeding==<br />
"Pasture pets" ''do'' get hungry. Contact with the owner does not per se feed them. They don't seek out a pasture on their own. They might be feeding on grass whenever they follow their owner outside. No "feed" job observed so far. Cats appear to cause 'give water' jobs occasionally that are executed by a random dwarf, not the owner. Research ongoing. --[[User:Old Ancient|Old Ancient]] 19:40, 30 March 2013 (UTC)<br />
:I was curious about this as well, and recently observed something relevant. A migrant dwarf arrived with a pet ram. There has never been a pasture in the fort and there is little available grass within the walls of my mountainside fort. Cave moss is similarly walled off. The ram continues to live after years without any pasture. Recently, I noticed that this ram was flashing 'hungry' while watching its owner spar. The wounds screen described the ram as "starving". I then watched the ram exit the training room, at which point I used the 'follow' command to observe it. The ram wandered randomly through the fort, up and down z-levels, with no obvious destination, even walking through a food stockpile, all while continuing to flash 'hungry'. After roughly 30 seconds, I observed the presumed owner of the pet following after the ram with a plump helmet in hand. The dwarf had to chase after the ram for several tiles until he caught up to the ram. Immediately the ram was no longer hungry. The random motions of the ram reminded me of poor starving dwarves of long ago forts that would randomly search for vermin to eat.[[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 17:29, 22 February 2014 (UTC)<br />
<br />
I've modded my game to allow gremlins as standard pets, and what I'm seeing with them is that while stray adults and children will feed and water themselves, baby gremlins will not, and will dehydrate to death if they're not adopted. If they are adopted, though, they grow up just fine, which suggests that they're being taken care of by their dwarf. My bet is that the code for caring for pets already exists, and the problem is actually that there's nothing recognized as suitable food for grazers besides grass, which the dwarves can't gather. (Perhaps try modding elephants to explicitly eat plump helmets, like how pandas eat bamboo, and see what happens?) [[Special:Contributions/75.168.18.21|75.168.18.21]] 03:48, 10 February 2014 (UTC)<br />
<br />
==Chains/Cages==<br />
I removed the mention of assigning migrant pets to chains, as I believe it is not possible to assign pets to chains in DF2012. If this is incorrect, this should of course be reverted, but it also might be good to add a discussion of how to assign pets to chains, as this is not obvious. Only stray animals show up when I try to assign an animal to a chain. Also, it might not hurt to mention somewhere that pets cannot be caged. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Pirate Bob|Pirate Bob]]</small><br />
<br />
<br />
BUG: When a dwarf adopts vermin currently residing in a cage, it may be perpetually trying to retrieve its pet, never succeeding. Constantly fills announcements with job cancellations unless job cancellation announcements are turned off. <br />
-comment by Kawanaka</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Floor&diff=196344v0.34 Talk:Floor2014-02-04T21:00:20Z<p>Coaldiamond: need to investigate this a little more.</p>
<hr />
<div><br />
==Movement through implied floors==<br />
I had a particularly nasty flying beast sneak into my fortress; with some testing I was able to identify its method of entry. I had removed an up-stairs and built a wall to seal off a tunnel. It appears that an up/down stairway above a wall overrides the implied floor created by the wall. A flying creature can move diagonally into the stairway above the wall, then diagonally back out on the other side of the wall. This shortcut does not work for non-flying creatures (using ramps), nor does it allow liquid to flow through. I suspect this behavior is a bug. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:52, 15 July 2013 (UTC)<br />
<br />
==Lost materials==<br />
<br />
From the article:<br />
:However, it is common for said materials to drop straight down once the job is done. This can be irritating to the player if the materials drop into rivers or other inaccessible areas.<br />
I don't believe that this is still the case in the current version. When removing a construction, the material (and all other items in the surrounding map tile) are placed in the tile of the removing dwarf. This makes it very difficult to lose the materials unless the dwarf also falls (which is possible when removing stairs).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 3 February 2014 (UTC)<br />
<br />
I had also thought that this behavior had changed in the current version, but I just witnessed this in my current fort (v0.34.11) with 3 rock blocks falling into a channeled out brook. I am not certain what conditions dictate successful recovery versus dropping, but dropping is still occurring. [[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 20:36, 3 February 2014 (UTC)<br />
<br />
This is what I want to put on the page, but I need to verify this first:<br />
"However, dwarves will not care about loose items that are currently on top of the floor to be deconstructed, and such items can drop straight down{{verify}}. This can be irritating to the player if the materials drop into rivers or other inaccessible areas."[[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 21:00, 4 February 2014 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Floor&diff=196343v0.34:Floor2014-02-04T20:56:35Z<p>Coaldiamond: Deleted unverified info.</p>
<hr />
<div>{{av}}{{Quality|Fine|19:26, 27 March 2013 (UTC)}}<br />
<br />
A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features like [[bridge]]s and [[hatch]]es). A floor can be:<br />
# natural, as found on the surface and in [[cavern]]s<br />
# artificial, as created by [[mining]]<br />
# [[construction|constructed]]<br />
# implied, by constructing [[wall]]s on the [[z-level]] below<br />
<br />
Note that the different types of floors may be combined: constructed floors can be built over natural, artificial, or implied floors; and an implied floor can be added below any other type of floor. Though it is possible to create a floor with an empty tile below, all wall tiles will have an implied floor above them.<br />
<br />
__NOTOC__<br />
==Removing floors==<br />
<br />
Natural and artificial floors can be removed by [[channel]]ing; constructed floors can be [[Constructions#Destruction|removed]] with {{k|d}}-{{k|n}}. Implied floors may only be removed by deconstructing the wall on the level below. The material used to build the floor will be recovered after the deconstruction.<br />
<br />
Removing floors can cause [[cave-in]]s if done incorrectly. This often leads to [[fun]] if the floor happens to overhang the [[dining hall]] or other central area. <br />
Floors should '''always''' be removed in multiple steps, starting at the furthest locations from the support(s) and moving in. <br />
<br />
===Examples===<br />
Key:<br />
{|<br />
|-<br />
|{{RT|+|red}}||Support - either a wall below or a staircase<br />
|-<br />
|{{RT|+|#ccc}}||Unsupported floor, unable to be safely removed<br />
|-<br />
|{{RT|+|#0f0}}||Floor able to be safely removed<br />
|-<br />
|{{RT|.|#ccc}}||Previous site of (removed) floor<br />
|}<br />
<br />
====3x3 floor, supported in middle====<br />
This example usually has a staircase in the middle supporting it, instead of a wall below (in that case, there would need to be another access point for dwarves to remove the floor, which would make this example much more complicated).<br />
{{diagram|<br />
+++<br />
+[#f00]++<br />
+++<br />
}}<br />
=====Removing corners first=====<br />
{{ltr steps|<br />
{{diagram|<br />
[#0f0]++[#0f0]+<br />
+[#f00]++<br />
[#0f0]++[#0f0]+<br />
}}|<br />
{{diagram|<br />
.[#0f0]+.<br />
[#0f0]+[#f00]+[#0f0]+<br />
.[#0f0]+. <br />
}}|<br />
{{diagram|<br />
...<br />
.[#f00]+.<br />
...<br />
}}}}<br />
<br />
Floors are '''not''' supported diagonally, so removing all floor tiles [[orthogonal]] to another floor will result in a [[cave-in]].<br />
<br />
=====Leaving supports for all corner floors=====<br />
{{ltr steps|<br />
{{diagram|<br />
[#0f0]++[#0f0]+<br />
[#0f0]+[#f00]+[#0f0]+<br />
[#0f0]++[#0f0]+<br />
}}|<br />
{{diagram|<br />
.[#0f0]+.<br />
.[#f00]+.<br />
.[#0f0]+. <br />
}}|<br />
{{diagram|<br />
...<br />
.[#f00]+.<br />
...<br />
}}}}<br />
Dwarves can stand on the red or grey tiles to remove floors. Dwarves will not remove floors that another dwarf is standing on, so if a dwarf decides to stand on a green floor, the removal job could be cancelled. <br />
<br />
{{buildings}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Floor&diff=196119v0.34 Talk:Floor2014-02-03T20:36:16Z<p>Coaldiamond: /* Lost materials */</p>
<hr />
<div><br />
==Movement through implied floors==<br />
I had a particularly nasty flying beast sneak into my fortress; with some testing I was able to identify its method of entry. I had removed an up-stairs and built a wall to seal off a tunnel. It appears that an up/down stairway above a wall overrides the implied floor created by the wall. A flying creature can move diagonally into the stairway above the wall, then diagonally back out on the other side of the wall. This shortcut does not work for non-flying creatures (using ramps), nor does it allow liquid to flow through. I suspect this behavior is a bug. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:52, 15 July 2013 (UTC)<br />
<br />
==Lost materials==<br />
<br />
From the article:<br />
:However, it is common for said materials to drop straight down once the job is done. This can be irritating to the player if the materials drop into rivers or other inaccessible areas.<br />
I don't believe that this is still the case in the current version. When removing a construction, the material (and all other items in the surrounding map tile) are placed in the tile of the removing dwarf. This makes it very difficult to lose the materials unless the dwarf also falls (which is possible when removing stairs).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 3 February 2014 (UTC)<br />
<br />
I had also thought that this behavior had changed in the current version, but I just witnessed this in my current fort (v0.34.11) with 3 rock blocks falling into a channeled out brook. I am not certain what conditions dictate successful recovery versus dropping, but dropping is still occurring. [[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 20:36, 3 February 2014 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Block&diff=196108v0.34:Block2014-02-03T19:41:59Z<p>Coaldiamond: /* Blocks vs. rocks */ minor note on aesthetics.</p>
<hr />
<div>{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}<br />
<br />
:''For area blocks of 48x48 tiles on a game map, see [[Region]].''<br />
:''For "blocking" in combat, see [[Armor]].''<br />
<br />
----<br />
<br />
<br />
A '''block''' is a type of building material. [[Stone]] and [[wood]] can be shaped into blocks at a [[mason's workshop]] or [[carpenter's workshop]]. [[Glass]] can be formed as blocks at a [[glass furnace]], [[ceramic]] blocks (labeled as "bricks") can be made at a [[kiln]], and [[metal]] blocks can be made at a [[forge]] from a single metal [[bar]] (or, in the case of [[adamantine]], from '''four''' wafers). Blocks are mostly equal to bars, but are used differently and counts as a [[Item token|different type]] of items. Blocks do not have [[quality]] levels.<br />
<br />
A single block is required in order to build a [[well]], [[screw pump]], or [[ashery]]. Blocks can also be used in place of raw stone or wood in [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s (but not in items like [[craft]]s or [[furniture]]). [[Bridge]]s, [[support]]s, [[road]]s, and [[construction]]s built from rocks are called "rough" while the same built from blocks are not given that adjective. Stone blocks are sometimes used as materials during [[strange mood]]s.<br />
<br />
==Blocks vs. rocks==<br />
<br />
The clearest distinction between a [[building]] built with a [[stone|boulder]] and building built with a stone block is that more buildings can be built of blocks, as each stone produces four blocks. Note that this does not apply to [[wood]], [[glass]], or [[ceramic]] blocks/bricks, which are only made in sets of 1; [[metal]] blocks are made in sets of 1, but since you get 4 bars at a time from smelting ore, the end result is equivalent to stone.<br />
<br />
Blocks have less volume and thus [[weight|weigh]] much less than raw forms of construction materials - stone blocks weigh only 6% as much as a boulder, and wooden blocks weigh 12% as much as the log from which they are carved. This weight difference can dramatically reduce hauling time, especially if you are using large amounts of materials. Forming metal bars into blocks makes no difference in regards to weight, though it does simplify the tracking of resources - if you use metal bars to build workshops and constructions, your [[stocks]] screen will still list them in the summary view, potentially misleading you into believing you have more available bars than you actually have.<br />
<br />
Building a bridge out of blocks instead of rocks also cuts the building time by two thirds, independent of clearing and hauling time. This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks. The appearance of [[bridge]]s and paved [[road]]s will be different depending on whether blocks or rocks are used. The use of blocks is indicated by the floor tile {{Tile|+|#FFF|#000}}, and the use of rocks is indicated by a rough ground tile {{Tile|≈|#FFF|#000}}.<br />
<br />
Unlike raw stone or wood, up to 5 blocks can be stored in each [[bin]] in bar/block [[stockpile]]s. This also can improve hauling time between stockpiles. A minecart can carry up to 83 blocks.<br />
<br />
Blocks are more valuable than rocks. Blocks have a [[Value#Items with material but without quality|base value]] of 5, compared to the raw material value of 3 for stone, wood or glass. Metal bars already have a base value of 5.<br />
<br />
Metal ores and economic stone will still produce multiple stone blocks if cut in a mason's workshop. However, this breaks use for any purpose other than building and [[strange mood]]s, such as [[reaction]]s: blocks of [[flux]] '''cannot''' be used for making [[pig iron]] or [[steel]], nor can blocks of [[ore]] be [[smelter|smelted]] into metal (without modding reactions). Note that "filler" blocks of [[raw adamantine]] are excellent for increasing [[artifact]] value without wasting too much adamantine on legendary doors, tables, etc.<br />
<br />
{{Category|Materials}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Floor&diff=196107v0.34:Floor2014-02-03T18:53:44Z<p>Coaldiamond: </p>
<hr />
<div>{{av}}{{Quality|Fine|19:26, 27 March 2013 (UTC)}}<br />
<br />
A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features like [[bridge]]s and [[hatch]]es). A floor can be:<br />
# natural, as found on the surface and in [[cavern]]s<br />
# artificial, as created by [[mining]]<br />
# [[construction|constructed]]<br />
# implied, by constructing [[wall]]s on the [[z-level]] below<br />
<br />
Note that the different types of floors may be combined: constructed floors can be built over natural, artificial, or implied floors; and an implied floor can be added below any other type of floor. Though it is possible to create a floor with an empty tile below, all wall tiles will have an implied floor above them.<br />
<br />
__NOTOC__<br />
==Removing floors==<br />
<br />
Natural and artificial floors can be removed by [[channel]]ing; constructed floors can be [[Constructions#Destruction|removed]] with {{k|d}}-{{k|n}}. Implied floors may only be removed by deconstructing the wall on the level below. The material used to build the floor will be recovered after the deconstruction. However, it is common for said materials to drop straight down once the job is done. This can be irritating to the player if the materials drop into rivers or other inaccessible areas.<br />
<br />
Removing floors can cause [[cave-in]]s if done incorrectly. This often leads to [[fun]] if the floor happens to overhang the [[dining hall]] or other central area. <br />
Floors should '''always''' be removed in multiple steps, starting at the furthest locations from the support(s) and moving in. <br />
<br />
===Examples===<br />
Key:<br />
{|<br />
|-<br />
|{{RT|+|red}}||Support - either a wall below or a staircase<br />
|-<br />
|{{RT|+|#ccc}}||Unsupported floor, unable to be safely removed<br />
|-<br />
|{{RT|+|#0f0}}||Floor able to be safely removed<br />
|-<br />
|{{RT|.|#ccc}}||Previous site of (removed) floor<br />
|}<br />
<br />
====3x3 floor, supported in middle====<br />
This example usually has a staircase in the middle supporting it, instead of a wall below (in that case, there would need to be another access point for dwarves to remove the floor, which would make this example much more complicated).<br />
{{diagram|<br />
+++<br />
+[#f00]++<br />
+++<br />
}}<br />
=====Removing corners first=====<br />
{{ltr steps|<br />
{{diagram|<br />
[#0f0]++[#0f0]+<br />
+[#f00]++<br />
[#0f0]++[#0f0]+<br />
}}|<br />
{{diagram|<br />
.[#0f0]+.<br />
[#0f0]+[#f00]+[#0f0]+<br />
.[#0f0]+. <br />
}}|<br />
{{diagram|<br />
...<br />
.[#f00]+.<br />
...<br />
}}}}<br />
<br />
Floors are '''not''' supported diagonally, so removing all floor tiles [[orthogonal]] to another floor will result in a [[cave-in]].<br />
<br />
=====Leaving supports for all corner floors=====<br />
{{ltr steps|<br />
{{diagram|<br />
[#0f0]++[#0f0]+<br />
[#0f0]+[#f00]+[#0f0]+<br />
[#0f0]++[#0f0]+<br />
}}|<br />
{{diagram|<br />
.[#0f0]+.<br />
.[#f00]+.<br />
.[#0f0]+. <br />
}}|<br />
{{diagram|<br />
...<br />
.[#f00]+.<br />
...<br />
}}}}<br />
Dwarves can stand on the red or grey tiles to remove floors. Dwarves will not remove floors that another dwarf is standing on, so if a dwarf decides to stand on a green floor, the removal job could be cancelled. <br />
<br />
{{buildings}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Currency&diff=195847v0.34:Currency2014-01-27T04:06:46Z<p>Coaldiamond: /* Adventure Mode */ small edit regarding coins in adventure mode.</p>
<hr />
<div>{{quality|Exceptional|02:09, 25 March 2013 (UTC)}}{{av}}<br />
<br />
The game's currency is measured in "☼", called "dwarfbucks" or "db's" by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[trader]] to judge whether the bartered [[trade good]]s are equivalent or not.<br />
<br />
[[File:DorfCoin.jpg|208px|thumb|right|This is a stack of 4 Scythe 2008 pewter coins. This is a pewter currency of Scythe from the year 2008. On the front of the coin is a well-designed image of a dwarf.]]<br />
<br />
==Coins==<br />
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed). Because minted coins are always of base [[value|quality]], they are not preferable as a [[trade good]].<br />
<br />
Coins have their own [[stockpile]], and are stored in ''stacks'' of up to 500 coins. Each [[bin]] in a coin stockpile can hold up to six stacks, or 3,000 coins. Coins are named based on the year they are minted and the name of your civilisation, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an "Olon Ibesh 1058 silver" coin. The coins also depict images and figures from the history of the civilisation. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.<br />
<br />
===Coins and the Dwarven Economy===<br />
Coins are intended for use with the [[dwarven economy]], but the economy is not currently enabled. In previous editions [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as "collector's coins."<br />
<br />
===Coins and Combat Training===<br />
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.<br />
<br />
== Adventure Mode ==<br />
<br />
<br />
Coins are very commonly found in [[Adventure Mode]]. Virtually any intelligent being (dwarf, human etc) you find will have coins in their inventory. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.<br />
<br />
Coin values in Adventure Mode:<br />
* Copper Coin = 1☼<br />
* Silver Coin = 5☼<br />
* Gold Coin = 15☼<br />
<br />
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.<br />
<br />
{{Category|Items}}<br />
[[Category:Economy]]</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Night_troll&diff=189646v0.34:Night troll2013-07-09T03:34:37Z<p>Coaldiamond: Minor edit to night trolls. Randomly generated horns deserved to be noted.</p>
<hr />
<div>{{av}}<br />
<br />
'''Night trolls''' are a type of [[night creature]]. They are supernatural monsters which kidnap non-[[goblin]] [[civilization|civilized]] beings, transform them into spouses, and then mate with them to produce young. The children are all the same sex as the night troll, never that of the spouse. In [[adventure mode]], night trolls and their spouses can be given as quests.<br />
<br />
Like [[bogeymen]], [[forgotten beast]]s, and [[titan]]s, each night troll is randomly generated and different from all the rest. Not all night trolls are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman.<br />
<br />
Their lairs are mounds or holes in the ground with doors or hatch covers. Depending on the night troll, they can contain various tools, small amounts of discarded coins and clothing from their victims, corpses, organs of sentient creatures prepared as food, cauldrons of blood, bone meal, and ground vermin. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten.<br />
<br />
Night trolls are somewhat challenging opponents in battle, but not particularly dangerous if encountered alone: since they are fairly large, wrestling them is quite difficult while still possible, and they are a bit harder than humans to harm with blunt attacks. In addition, they are immune to pain and do not need to breathe, so they cannot be made to pass out and will not suffocate. <br />
<br />
Night trolls rarely wield one of the butchery tools generated in their lairs - like boning knives or meat cleavers. Usually they will attack unarmed and can, due to their large size, cause serious harm with their punches, kicks and especially bites. Be especially wary of trolls and other night creatures that also possess horns. <br />
<br />
They can die from blood loss, brain damage, beheading and bisection (cutting off the lower body). They never wear clothing or armour, and are therefore quite susceptible to having limbs cut off. Hacking and slashing attacks work remarkably well against them.<br />
<br />
The night trolls' lairs, [http://www.bay12forums.com/smf/index.php?topic=60554.msg1729406#msg1729406 according to Toady One], have a unique tag that causes items placed there to not be scattered around or rot.<br />
<br />
{{Creatures}}<br />
[[Category:Stub]]</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Graphics_set_repository&diff=18963240d Talk:Graphics set repository2013-07-08T19:29:00Z<p>Coaldiamond: /* Questions: making your own set */</p>
<hr />
<div>This would more accurately be called [[List of user graphics sets]], to match the [[List of user character sets]] page. The info about graphics sets can be merged into [[Tilesets]]. Also, it seems DR is the only one updated for the new version, does anyone care to test the others? Do they work, and if not, will they ever get updated? --[[User:Turgid Bolk|Turgid Bolk]] 02:19, 5 November 2007 (EST)<br />
<br />
<br />
This is a message to the user "Duplex," who posted a cool little DR-style graphics update to the page: Could you please list your graphics_example.txt so I can know what dwarves are what? I'd love to implement this in the new version, unless DR publishes his work soon. Also, I think it'd be nice to have a little less boxiness to the current DR set, and was wondering if a simple dithering pass or something would make the icons appear less "boxy" and more smooth against a black background. Ideas? [[User:Schm0|Schm0]] 14:49, 11 November 2007 (EST)<br />
<br />
<br />
I've created and added [[Template:GraphicsSet]] to match the outline of [[List of user character sets]] page. I don't know what we should do with the outdated sets. Some of the links don't work and it just looks sloppy. Should it just be deleted? [[User:Plac1d|Plac1d]] 11:40, 23 November 2007 (EST)<br />
<br />
Reorganized this page, it was getting very cluttered. It seems User:Jackard just did the very same thing to the Utilities page. The wiki is getting cleaned up. ;) --[[User:ShunterAlhena|ShunterAlhena]] 17:31, 19 August 2008 (EDT)<br />
<br />
== 12x12 Tileset ==<br />
Go on, someone make a 10x12 or 12x12 tileset? That way people using the default tileset, or me with my 12x12 solid curses tileset, can enjoy pretty gfx too. My screen is too small for 16x16, though I'm tempted to give the 8x10 one a go! --[[User:Markavian|Markavian]] 11:32, 18 December 2007 (EST)<br />
:Hmmm. Personally, I find that 16x16's pixel budget is already too tight for a proper "graphic" gfx set. Anything smaller would violate what I term first principle of icon design :Icons must be distinguishable (not just different!). Anything smaller, I think I would switch to partial symbolic means. e.g. have a distinct background image (maybe a dwarf head?) denoting the race and a foreground symbol (like a pick for miners) to denote profession. I would say that I am trully interested, but I have my hands tied up right now with 16x16 which will take a looong time to approach completion. No promises, but if I need a break from 16x16, I might do a "sample" set for 12x12 (e.g. just all the major profession groups) But if you really want one badly, why not try starting a new set yourself. It's fun! -- [[User:Sphr|Sphr]] 21:32, 18 December 2007 (EST)<br />
::ok, what I did is I took my WIP 16x16 and do a direct shrinking + sharpening. This is the result. [[Media:Sphr_dwarves_12_12.png|Sphr_dwarves_12_12.png]]. You will have to grab Veryinky's text file and modify the data there for 12x12 though. Feedback is welcome but I prob can't devote time to the 12x12 icons. The most I can do is use a semi-automated way of generating it from the 16x16 version. sorry about that. I will find time to extract out the text part and add somewhere to wiki so that we don't have to do some nasty rapidshare download (I always can't seem to download from it :( ) just for some text. Or you could just do your cut and paste directly over whatever bmp file you are using right now -- [[User:Sphr|Sphr]] 21:45, 18 December 2007 (EST)<br />
:Thanks Sphr, I've packaged it all together into an easy to install mod: [http://mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.1.zip download (59KB)] (v0.1)<br />
:It doesn't look bad, not at all. I'd argue 12x12 is plenty, we're spoilt with the number of pixels we have these days! Remember the first Command & Conquer? Animated infantry units had whopping 11x11 pixels. ... I look forward to your updates, my fort with only 7 dwarves doesn't give much opportunity for detail. [http://mkv25.net/showcase/df/sphr_12x12_test1.png Screenshot]. --[[User:Markavian|Markavian]]<br />
::Sorry about the half-pink pixels. Thought that I got rid of those by using nearest neighbor when resizing. Hmm. yeah. It turned out better than I thought. I think it is relatively safe to say that at least the major profession groups are distinguishable. It remains to see how distinguishable the sub professions are. Guess we can only find out after we test with a much larger dwarf colony. -- [[User:Sphr|Sphr]] 11:51, 19 December 2007 (EST)<br />
:Updated the 12x12 version. Can be found [[User:Sphr/gfx_set#12x12|here]]. I've cleaned up the transparent pixels after shrinking, but I didn't test it. Feel free to try. -- [[User:Sphr|Sphr]] 15:09, 21 December 2007 (EST)<br />
:Thanks, those pixels look much sharper now. Have included it in v0.2 of the mod package: [[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.2.zip sphr_mkv_12x12_graphics_v0.2.zip]] (61.5KB)<br />
== Text Data for manual install users ==<br />
<br />
If the tileset is simple (1 image), it could be beneficial to follow PTTG's smart example of including the text data in the image page itself, i.e. the page you get to when you click on a wiki image created by something like: <nowiki>[[Image:PTTG16x16graph.png]]</nowiki> ) , so that users can just copy and paste the text data directly into raw/graphics. And given that the image (usually png) is available for saving, users don't have to download anything explicitly from any file hosting sites. I think it is definitely an alternative to consider esp when compared to file hosting services like rapidhshare (which I always have problem with), and although other file-hosting (esp those on personal sites) are fine, they may have stricter traffic controls.<br />
-- [[User:Sphr|Sphr]] 04:14, 21 December 2007 (EST)<br />
<br />
<br />
<br />
== graphics sets vs object tilesets ==<br />
I was the one who renamed object tilesets to graphics sets when the wiki was migrated to the 3d version, and I'm starting to regret it. I propose renaming it back to 'object tilesets' and modifying all graphics sets links to point to that once again. [[User:Lord Nightmare|Lord Nightmare]] 17:18, 19 February 2008 (EST)<br />
:Nah, it's fine the way it is for now. Because objects are not currently graphically supported yet, and only consist of living entities, it should rather be called 'creature tilesets'. I would wait until Toady adds '''"Core50, TILESET SUPPORT, (Future): Allow graphical tiles to be used for all game objects"''' before changing the name to anything. After that, there could be a multitude of tilesets such as 'object tilesets','creature tilesets','terrain tilesets' ect. 'Character tilesets' will be used for traditional ASCII. [[User:Plac1d|Plac1d]] 21:37, 8 March 2008 (EST)<br />
<br />
== Questions: making your own set==<br />
Could some one post some pointers to making your own set? I have a few questions: how do you know what tags are available to make tiles for? Does the graphics example that comes with the game include all possible race/class tags? What is the format of this file? I see for creatures it is [class:racepage:x:y:??:?Status (like undead/guard/not?)]<br />
<br />
Is it possible to make a champion axedwarf graphic? Or will all champions of the same status look the same?<br />
<br />
Do the characters have to have a shaded border around them? I notice most do.<br />
[[User:Tulthix|Tulthix]] 10:48, 26 March 2008 (EDT)<br />
<br />
<br />
:So here is a complete text document you would find in the "raw/graphics" folder for my new fake graphics set:<tt><br />
<br />
[DEFAULT:DUMBDWARVES:0:0:AS_IS:DEFAULT]<br><br />
[Profession:TILE_PAGE:X:Y:Color:Texture]<br />
<br />
graphics_mygraphicsLOL &laquo;<small>'''You'll be saving the text document as this name (graphics_mygraphicsLOL.txt) <br> This name should match the folder name you will be using in "raw/graphics".'''</small><br><br />
[OBJECT:GRAPHICS]<br />
<nowiki>------------------------------</nowiki><br />
below are dwarves &laquo;<small>'''Feel free to add text anywhere outside brackets'''</small> <br> <br />
[TILE_PAGE:DUMBDWARVES] &laquo;<small>'''This name doesn't have to match any creature name, folder name, or picture name'''</small> <br />
[FILE:mygraphicsLOL/sevendwarves.bmp] &laquo;<small>'''Look at picture for file structure'''</small><br />
[TILE_DIM:16:16] &laquo;<small>'''Height:Width - Pixels per tile'''</small><br />
[PAGE_DIM:5:2] &laquo;<small>'''Width:Height - Tiles per picture'''</small> <br><br />
[CREATURE_GRAPHICS:DWARF] &laquo;<small>'''You must use the correct use of spelling. See below'''</small><br />
[DEFAULT:DUMBDWARVES:0:0:'''ADD_COLOR''':DEFAULT]<br />
&uarr; <small>'''PTTG's graphics set is an example how this is used'''</small><br />
[STANDARD:DUMBDWARVES:1:0:'''AS_IS''':DEFAULT]<br />
&uarr; <small>'''But you will most likely want to use this to keep the colors used in the picture unchanged'''</small><br />
[MINER:DUMBDWARVES:2:0:AS_IS:DEFAULT]<br />
&darr; <small>'''This name matches the TILE_PAGE name I made for its appropriate picture, sevendwarves.bmp '''</small><br />
[CHILD:'''DUMBDWARVES''':3:0:AS_IS:DEFAULT]<br />
[BABY:DUMBDWARVES:4:0:AS_IS:DEFAULT]<br />
['''DEFAULT''':DUMBDWARVES:0:1:AS_IS:'''ZOMBIE'''] &laquo;<small>'''A ZOMBIE'''</small><br />
['''SWORDSMAN''':DUMBDWARVES:1:1:AS_IS:'''ZOMBIE'''] &laquo;<small>'''A ZOMBIE with a sword'''</small><br />
['''DEFAULT''':DUMBDWARVES:2:1:AS_IS:'''SKELETON'''] &laquo;<small>'''A SKELETON'''</small><br />
['''AXEMAN''':DUMBDWARVES:3:1:AS_IS:'''SKELETON'''] &laquo;<small>'''A SKELETON with an axe'''</small><br />
<nowiki>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</nowiki><br />
humans <br><br />
[TILE_PAGE:PUNYHUMANS]<br />
[FILE:Other_Graphics/humans.bmp]<br />
[TILE_DIM:16:16]<br />
[PAGE_DIM:1:4] <br><br />
[CREATURE_GRAPHICS:HUMAN]<br />
[DEFAULT:PUNYHUMANS:0:0:AS_IS:DEFAULT] <br />
''' Notes can go here too.''' <br />
[SWORDSMAN:PUNYHUMANS:0:1:AS_IS:DEFAULT]<br />
['''RECRUIT''':PUNYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &laquo;<small>'''An ADVENTURER with no weapons'''</small><br />
['''SWORDSMAN''':PUNYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &laquo;<small>'''An ADVENTURER with a sword'''</small><br />
<nowiki>==============================</nowiki><br />
animals <br><br />
[TILE_PAGE:TASTYANIMALS]<br />
[FILE:Other_Graphics/animals'''.bmp'''] &laquo;<small>'''Pictures must be in .BMP format!'''</small><br />
[TILE_DIM:16:16]<br />
[PAGE_DIM:6:2] <br><br />
[CREATURE_GRAPHICS:DOG]<br />
[DEFAULT:TASTYANIMALS:0:0:AS_IS:DEFAULT]<br />
[CHILD:TASTYANIMALS:1:0:AS_IS:DEFAULT]<br />
[ZOMBIE:TASTYANIMALS:2:0:AS_IS:ZOMBIE] &laquo;<small>'''This is another way to make zombies...'''</small><br />
[SKELETON:TASTYANIMALS:3:0:AS_IS:SKELETON] &laquo;<small>'''...or skeletons'''</small><br />
['''TRAINED_HUNTER''':TASTYANIMALS:4:0:AS_IS:DEFAULT] &laquo;<small>'''TRAINED_HUNTER profession only works with DOG'''</small><br />
['''TRAINED_WAR''':TASTYANIMALS:5:0:AS_IS:DEFAULT] &laquo;<small>'''TRAINED_WAR profession only works with DOG'''</small><br />
[CREATURE_GRAPHICS:CAT]<br />
[DEFAULT:TASTYANIMALS:0:1:AS_IS:DEFAULT]<br />
</tt><br />
[[Image:Plac1d_graphics-set_helper.png]]<br />
<br />
<tt>'''[CREATURE_GRAPHICS:DWARF]'''</tt> <br />
The available creatures you can create graphics for can be found in any of the ''creature_??????.txt'' documents in ''"raw/objects"''. <br />
*Use the [CREATURE:???????] tags for the correct use of spelling for the given species.<br />
*Only creatures with a [SIZE:??] tag can have graphics applied to them. Insects, rodents, and birds don't have these tags.<br />
<s>*Creatures with [AQUATIC] biome tag will not display graphics.<br />
</s><br />
:The information on [AQUATIC] is either incorrect, or possibly only valid in some cases - I've been experimenting with symbolic graphics tiles and made a set for creature_large_riverlake (hadn't seen this). I have carp and tigerfish in my current map, and they both show up using the custom graphic. [[User:Shaja|Shaja]] 00:21, 3 April 2008 (EDT)<br />
::You're right. I made the mistake using [CREATURE:WHALE] instead of [CREATURE'''_GRAPHICS''':WHALE]. Thanks for pointing that out- I was convinced fish couldn't have graphics. I just tinkered around, and it seems creature_large_ocean creatures will show up too. [[User:Plac1d|Plac1d]] 10:49, 3 April 2008 (EDT)<br />
'''Professions:''' Profession listed in graphics_example.txt in "raw/graphics" is shared by CREATURE_GRAPHICS tags DWARF, HUMAN, GOBLIN, ELF, KOBOLD. Dwarves uses most of them. Humans and Goblins also uses many of those. Elves and Kobolds uses just a few. I don't know where a list is located or if even one has been created accounting the exact professions used by each race. <br />
<br />
<tt>'''[CHILD:DUMBDWARVES:3:0:AS_IS:DEFAULT]'''</tt><br />
Here's how I would find this tile:<br />
{| border="1" cellspacing="0" cellpadding="5"<br />
|-<br />
| 0:0<br />
| 1:0<br />
| 2:0<br />
| '''3:0'''<br />
| 4:0<br />
|-<br />
| 0:1<br />
| 1:1<br />
| 2:1<br />
| 3:1<br />
| 4:1<br />
|-<br />
| 0:2<br />
| 1:2<br />
| 2:2<br />
| 3:2<br />
| 4:2<br />
|-<br />
| 0:3<br />
| 1:3<br />
| 2:3<br />
| 3:3<br />
| 4:3<br />
|-<br />
| 0:4<br />
| 1:4<br />
| 2:4<br />
| 3:4<br />
| 4:4<br />
|}<br />
<br />
<br />
:All champions look the same. Borders: My guess is that when a background color is too similar to that of the colors used by a character on top of it, the border helps to distinguish the two from another. Anyway, I hope this helps! [[User:Plac1d|Plac1d]] 07:39, 31 March 2008 (EDT)<br />
<br />
'''LIMITATIONS''': I have found an interesting bug/limit while making graphics sheets. The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18x18) or how small (8x12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22x44=968 which is less than 1024. However, a sheet that has 24 rows and 44 columns (24x44=1056) will cause Dwarf Fortress to hang and crash to desktop when using either Arena or Fortress Mode. Found this out when I couldn't get my sheet of 33x44 tiles to work. Also, this how-to guide is awesome. I should update it for DF2012. [[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 19:29, 8 July 2013 (UTC)<br />
<br />
==HOWTO migrate Mayday graphic tileset to a newer version==<br />
1) Unpack the newest df.zip and DFG.zip into separate folders. Later on it'll be supposed that df.zip is unpacked into \D\ folder, and DFG.zip - into \M\ folder.<br />
<br />
2) Copy the contents of \M\data\art\ folder into \D\data\art\, replacing the existing files.<br />
<br />
Those files contain item and surroundings graphical tiles.<br />
<br />
3) Open init.txt file in \D\data\init\.<br />
<br />
Set [GRAPHICS:YES], [GRAPHICS_FONT:mayday.bmp] and [GRAPHICS_FULLFONT:mayday.bmp].<br />
<br />
Now the game should be using the tile files we copied in the previous part.<br />
<br />
<br />
Sidenote: you may also wish to play with [AUTOSAVE:], [AUTOBACKUP:], [SHOW_EMBARK_X:] and [SHOW_ALL_HISTORY_IN_DWARF_MODE:] keys.<br />
<br />
<br />
4) Replace \D\raw\graphics\ folder with \M\raw\graphics\ folder.<br />
<br />
That folder contains the tilesets for various creatures as well as the graphics_mayday.txt file, which holds the settings for the tilesets.<br />
<br />
<br />
Ok, now we're done with graphics.<br />
<br />
<br />
You may also wish to use the Mayday variant of control key layout.<br />
<br />
To do so, open \D\data\init\interface.txt and replace the existing [CURSOR_UP_Z:] and [CURSOR_DOWN_Z:] keys with [CURSOR_UP_Z:DIVIDE] and [CURSOR_DOWN_Z:MULTIPLY], respectively.<br />
<br />
<br />
That's it, now you're efficiently playing the same game you were before.<br />
<br />
(EDITED by Mayday to be a bit more up-to-date and universal. There's still the matter of editing the raws to change the default tiles to the new custom ones... :/).</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Thread&diff=178868v0.34:Thread2012-11-23T18:46:47Z<p>Coaldiamond: </p>
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<div>{{quality|Fine|[[User:Coaldiamond|-Coaldiamond]] 18:46, 23 November 2012 (UTC)}}{{av}}<br />
<br />
There are two plants and three types of [[web]]s that can be turned into '''thread'''. Thread can then be woven into '''cloth''', which then can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[Restraint|rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[clothing industry]].)''<br />
<br />
Animal hair that is produced from a butchered animal can also be spun into [[yarn]] '''thread''' at a [[farmer's workshop]] using the "Spin Thread" order, but cannot be used for the production of '''cloth''' or related items.<br />
<br />
A [[dwarf]] with the [[thresher]] [[labor]] enabled can process plants (either [[rope reed]]s or [[pig tail]]s) into '''thread''' at a [[farmer's workshop]] with the "Process Plants" job order. With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider* [[silk]] [[web]]s that are on the ground, turning them into thread.<br />
<br />
Any '''thread''' can also be used at a Hospital to suture any wounds shut. This is the only use of threads made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]].<br />
<br />
{{Category|Materials}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Social_skill&diff=178498v0.34 Talk:Social skill2012-11-04T19:56:58Z<p>Coaldiamond: oops time stamp gets me every time.</p>
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<div><br />
== How close is too close? ==<br />
Hey guys. I am trying to keep my dwarves from having too many friends, and laying the groundwork for too much tantrum spiral Fun. So, even though I am making many large statue gardens to spread out my idling dwarves, does anyone know how close dwarves need to be in order to train social skills? [[User:Coaldiamond|-Coaldiamond]] 19:56, 4 November 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Social_skill&diff=178497v0.34 Talk:Social skill2012-11-04T19:56:19Z<p>Coaldiamond: Created page with " == How close is too close? == Hey guys. I am trying to keep my dwarves from having too many friends, and laying the groundwork for too much tantrum spiral Fun. So, even though I..."</p>
<hr />
<div><br />
== How close is too close? ==<br />
Hey guys. I am trying to keep my dwarves from having too many friends, and laying the groundwork for too much tantrum spiral Fun. So, even though I am making many large statue gardens to spread out my idling dwarves, does anyone know how close dwarves need to be in order to train social skills?</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=User_talk:Quietust&diff=178433User talk:Quietust2012-10-31T22:21:16Z<p>Coaldiamond: /* Comments */</p>
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<div>{| cellspacing="0" cellpadding="3" border="0" align="center" style="background-color:#ead"<br />
|-<br />
!Instructions for a Pleasant Talk Experience<br />
|-<br />
|In the interest of keeping discussions in one place:<br />
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.<br />
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<br />
Past discussion are archived here: [[User talk:Quietust/archive|1]]<br />
<br />
==Comments==<br />
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&action=edit&section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).<br />
<br />
===SPAMBOT DELETION===<br />
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.<br />
<br />
===SLEEP_PRETENSION ===<br />
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. <br />
<br />
Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?<br />
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes "(30001 - precedence) / 150" to get an "importance" figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. "Royal"/"Grand"/"Great"/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is "(importance_delta - 1) / 15 + (quality delta) + 1" , which corresponds to "put off"/"flustered"/"upset"//.../"traumatized"/"utterly traumatized". --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)<br />
<br />
=== Stockpile settings info ===<br />
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)<br />
<br />
=== Any dragon fire proof materials? ===<br />
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)<br />
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)<br />
<br />
===Ban===<br />
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop<br />
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)<br />
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)<br />
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===Binary Patches===<br />
I've noticed some binary patches you've posted around and was wondering exactly what to do with them. I'm guessing something like CFF Explorer? Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic. Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)<br />
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)<br />
<br />
=== Blocked for "Unacceptable username" ===<br />
Why has my account (jimj316) been blocked? Just because it ends in a number?<br />
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. <br />
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)<br />
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)<br />
<br />
=== Potential contributor banned ===<br />
<br />
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)<br />
<br />
:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area. It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses). -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 00:07, 18 June 2012 (UTC)<br />
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say "Autoblocked because your IP address has been recently used by 'username'") so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)<br />
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:<br />
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)<br />
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)<br />
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)<br />
::::Have him try again now. If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)<br />
::::<s>Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)</s> incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)<br />
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)<br />
<br />
=== Would My Username Be Rejected? ===<br />
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked. I do appreciate your hard work. It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.<br />
<br />
But then it occurred to me... My name looks like a spammer's! If I signed up today, would I be blocked immediately?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)<br />
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)<br />
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===Registration Spam===<br />
Q, methinks the method shown under "Comment Spam defeated at last" on Steve Hanov's Blog stevehanov.ca would save you a lot of work.<br />
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)<br />
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===Blocking===<br />
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)<br />
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===More spammer blocking===<br />
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8, were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)<br />
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)<br />
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)<br />
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===Blocking Vroomvroom1970===<br />
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)<br />
<br />
===Clean up some deleted pages===<br />
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)<br />
<br />
===Creaturelookup/0 and Creaturedesc templates===<br />
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)<br />
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)<br />
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)<br />
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===See Bot request===<br />
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.<br />
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)<br />
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===Gravitates/animal men===<br />
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing. Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)<br />
===DFRawFunctions===<br />
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:<br />
<br />
<nowiki>{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}</nowiki><br />
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I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)<br />
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)<br />
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===Re:DFRawFunctions===<br />
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 22:30, 18 March 2012 (UTC)<br />
<br />
===Error submiting updates to DF2012:Creatures===<br />
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)<br />
<br />
===Re: Stuff===<br />
Gonna go do it right now. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 21:59, 7 March 2012 (UTC)<br />
===Good job===<br />
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)<br />
=== A new list ===<br />
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)<br />
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=== Frostbite ===<br />
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&curid=17187&diff=153614&oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)<br />
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)<br />
<br />
===Creature Logic + diagrams===<br />
Thanks for the edits to creature logic. It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page. If there is a preferred method, maybe someone (lol "someone," although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]? Might save you from some future tedium, unless of course you enjoy those kind of edits.<br />
<br />
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time. Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals? That is, if an edge detector detects an "edge" signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)<br />
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off->on and a different thing when the signal changes from on->off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)<br />
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===Most annoying bugs===<br />
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)<br />
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: "Missing nobles (dungeon master, tax collector, etc.)", "Swimming FBs don't bother getting out of the water", "Soldiers equip golden salve vials as waterskins", "Caravan pack animals stand on top of floor hatches over ramps", "Building destroyers destroy floor grates over open space", "Caravans don't bring wagons", and "Siege trolls lag the game to hell"; for ones others have reported, "Soldiers don't eat/drink while stationed", "Flowing water pushes items into hammerspace", "Magma kills things WAY too slowly", "Dwarves don't wear new clothes", "Dwarves give water to dwarves already drinking from booze barrels" + "Dwarves leave water buckets lying all over the fortress" + "Dwarves use water buckets when making lye", "Metalsmithing jobs only use one bar", and "Gem items don't get stockpiled". I don't mind the "Humans have no guild representatives", "Elves have no diplomats", and "You can't make crystal glass" bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)<br />
::I know you've reported a lot, which is great. I've only reported 12, 7 still open. Did you figure out a workaround for the missing nobles? I noticed you were doing a lot of research on that area. How does "Soldiers don't eat/drink while stationed" affect you? The dwarfs leaving their food to rot all over? I don't let my military carry ratios. My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven! I agree that the buckets coupled to the healthcare is a hassle. That and the transporting of barrels to the depot. Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are "Items are hauled to bins before the bins are installed into the correct stockpile." "Dwarves choose far-away stones instead of nearby ones", "Civilians assigned to burrows while hauling something spam "dropoff inaccessible"", not being able to toggle the usability of obsidian, and "Equipment mismatch error message means nothing". That last one makes setting up a military a bit tough. Those would have to be the most annoying to me. Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)<br />
:::The "soldiers don't eat/drink while stationed" bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the "dropoff inaccessible spam" one, though I was afflicted with the "item inaccessible" variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the "hauling bins" and "distant stones" ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)<br />
::::That is funny. So many of the "bugs" influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me. The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules. I find it funny when dwarfs carry around 3 weapons, or the enraged badgers. I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles). Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)<br />
<br />
==Bot Requests==<br />
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.<br />
<br />
=== DF:2012 Namespace ===<br />
::Hello, <br />
<br />
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.<br />
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.<br />
::For every article moved to a previous version namespace, create a new article in the new namespace with the <nowiki>{{av}}</nowiki> tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.<br />
<br />
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the <nowiki>{{av}}</nowiki> template.<br />
<br />
::Thanks,<br />
<br />
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Farming&diff=178432v0.31:Farming2012-10-31T22:03:54Z<p>Coaldiamond: Undo revision 178429 by spambot Hrtrey (talk)</p>
<hr />
<div>{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}<br />
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]<br />
<br />
'''Farming''' is the action of growing [[crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.<br />
<br />
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires [[seeds]] and a worker with the "Farming (Fields)" [[labor]] enabled. <br />
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Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do not need to make the roof out of glass for this to work).<br />
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See the article on [[crop]]s for details on the conditions needed to grow the available plants.<br />
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== Introduction to Farming ==<br />
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After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock, you must select which crops to plant there. <br />
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Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).<br />
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You must have the appropriate [[seed]]s to plant a crop there. To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}). [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields. Check the [[crop]]s page for details on different seeds. Only some plants are edible so make sure the seeds you're using will produce food. It's often a good idea to pick a seed which produces a plant which can be [[brew]]ed. This will create [[alcohol]] and also give you a seed to plant again next season.<br />
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Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.<br />
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=== Fertilization ===<br />
<Table BORDER=1 align="right"><tr><td align="center">Farm Size</td><td>Potash</td><td>Per Square</td></tr><br />
<tr><td align="center">1</td><td align="center">1</td><td align="center">1.000</td></tr><br />
<tr><td align="center">2</td><td align="center">1</td><td align="center">0.500</td></tr><br />
<tr><td align="center">3</td><td align="center">1</td><td align="center">0.333</td></tr><br />
<tr><td align="center">4</td><td align="center">2</td><td align="center">0.500</td></tr><br />
<tr><td align="center">5</td><td align="center">2</td><td align="center">0.400</td></tr><br />
<tr><td align="center">6</td><td align="center">2</td><td align="center">0.333</td></tr><br />
<tr><td align="center">7</td><td align="center">2</td><td align="center">0.286</td></tr><br />
<tr><td align="center">8</td><td align="center">3</td><td align="center">0.375</td></tr><br />
<tr><td align="center">11</td><td align="center">3</td><td align="center">0.272</td></tr><br />
<tr><td align="center">15</td><td align="center">4</td><td align="center">0.266</td></tr><br />
<tr><td align="center">19</td><td align="center">5</td><td align="center">0.263</td></tr><br />
<tr><td align="center">23</td><td align="center">6</td><td align="center">0.260</td></tr><br />
<tr><td align="center">27</td><td align="center">7</td><td align="center">0.259</td></tr></table><br />
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Pressing {{k|f}} lets you toggle fertilization on or off. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of [[potash]] for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar per square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action. Fertilizing grants 30 XP of farming experience for each unit of potash used.<br />
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=== Subterranean Farming ===<br />
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To grow the six "dwarven" plants, including the [[plump helmet]], you will need an underground farm plot. The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.{{version|0.31.19}}<br />
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Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet. Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions. Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.<br />
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Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it. See [[irrigation]] for tips on getting the right amount of water to the farm plots.<br />
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=== Above Ground Farming ===<br />
*Above ground crops farming is impossible in [[Ocean]] and [[Mountain]] biomes, even if the farm is built on mud.<br />
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Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.<br />
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The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants. They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[mill]]ed, [[thresher|threshed]] or [[dining hall|eaten]] directly (depending on the plant) to produce seeds.<br />
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The second complication is that the farming must be done on [[soil]] or muddied rock, being [[above ground]]. Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges). However, any land which has ever been exposed to sunlight becomes permanently marked as "above ground". So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was. The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.<br />
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Above ground farms built on unmuddied rock layers will show the message "No seeds available for this location", and you ''will not'' be able to plant anything in them.<br />
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Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.<br />
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== Farm plots in action ==<br />
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Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seed. Farmers will not start planting if the tile they would start on is not muddy, even if all other tiles in the plot are.<sup>Verify</sup> The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.<br />
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Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option "Only Farmers Harvest" {{k|o}}{{k|h}}.<br />
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Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants.<br />
Also any plants that are still growing when their growing seasons end will be removed. As in DF 2010 farmers will plant up until the last day of the growing season, it might be a good idea to disable the last season of each crop so that seeds are not lost.<br />
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Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}<br />
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Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.<br />
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== Management ==<br />
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Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of catastrophe.<br />
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You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.<br />
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Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant "Cook" setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed "Cook" setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.<br />
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{{Farming FAQ}}<br />
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== See also ==<br />
* [[Irrigation]]<br />
* [[Tile attributes]]<br />
* [[Crops]]<br />
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{{Category|Buildings}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Design_strategies&diff=178431v0.31:Design strategies2012-10-31T22:02:47Z<p>Coaldiamond: Undo revision 178428 by this spambot Hrtrey (talk),</p>
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<div>{{quality|Exceptional|02:53, 3 May 2011 (UTC)}}{{av}}<br />
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There are many factors to consider when designing your fort.<br />
* '''Security:''' Every fort needs some basic security measures. Otherwise you won't survive the first [[elephant]] attack, much less a full-blown [[Siege|goblin siege]].<br />
* '''Productivity:''' Proper placement of workshops and stockpiles can have a huge effect on productivity.<br />
* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking. A good fortress layout can significantly reduce the time your dwarves spend walking.<br />
* '''Aesthetics:''' Hey - everybody wants a fortress that looks good.<br />
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In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features. Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.<br />
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Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[Pump stack]].<br />
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==Security==<br />
Everyone will have their own preferences regarding fortress defense and how to deal with undead, wildlife, hostiles and goblin invaders. Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks. A few security tips are given below.<br />
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===Lockdown===<br />
Have a way to lock down your fortress. In the event of an attack by hostiles you can't handle, you need a way to lock them out. This can buy you some time while your dwarves prepare their defenses.<br />
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For small forts, this could be as simple as placing [[door]]s at all the entrances to your fort. Doors can be locked instantly in an emergency. Don't rely on doors alone for security, though, as you'll eventually encounter enemies that can break down doors and pick locks.<br />
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For more security, place [[Bridge|drawbridges]] at all the entrances. You don't need a moat, the bridge itself is sufficient since it functions as a wall when closed. Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency. Unfortunately, even drawbridges can be rendered inoperable in rare circumstances...<br />
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Finally, don't forget about attackers from above and below! Flying attackers might use skylights to bypass your doors and drawbridges.<br />
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===Scouts===<br />
Ambushes and thieves can sneak up on your fortress. A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody is looking. The way to avoid these unfortunate events is to use scouts / lookouts.<br />
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For small forts, effective scouting could be as simple as [[Restraint|tying]] a [[Dog|war dog]] (or even a donkey) up near the entrance of your fort. In the event of an ambush the animal will spot the attackers (shortly before dying). If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc...<br />
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When designing your fort, just give some thought to the placement of scouts and be sure to leave room for them.<br />
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===Caravan security===<br />
Is your trade depot going to be inside or outside your main line of defenses? This is another factor to consider when designing your fort. Although you don't have to protect the traders, their [[civilization]]s might hold your fortress responsible for any casualties.<br />
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===Traps===<br />
[[Trap]]s are a great way to protect your fort from small groups of attackers. When designing your fort, think about where you want to place traps. Choke points at major entrances (including entrances to the [[caverns]]) make good trap locations. Also, be warned that some enemies are immune to traps...<br />
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===Staging area===<br />
Many players like to design their forts with a militia staging area at the main entrance. Usually this includes placing [[fortification]]s (possibly in archer towers), ammunition stockpiles, and cover for your melee dwarves to protect them from approaching archers.<br />
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Some players also like to place a [[Barracks|training barracks]] near the entrance to the fort so that the militia can quickly respond to attackers.<br />
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==Productivity==<br />
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Proper placement of [[stockpile]]s is the key to productivity. Almost every workshop job needs raw materials. Is your [[still]] near some empty barrels and plants? Does your mason have easy access to stone? A smelter must have quick access to both ore and fuel.<br />
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As a general rule of thumb, each workshop should have at least a 3x3 stockpile area associated with it. Some workshops will need more if multiple raw ingredients are needed. An efficient arrangement is to place output stockpiles directly above or below your workshops and connect them with stairs. If you can spare the space, you can carve out a 5x5 room and place the 3x3 workshop in the center, leaving 16 surrounding tiles for input storage.<br />
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When utilizing a large storage stockpile, for food or wood for example, the optimal approach is to place a small stockpile next to the workshop and have the small stockpile "take" from the large stockpile.<br />
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==Efficiency==<br />
There are a few things to consider for basic fortress efficiency:<br />
* Major hallways should be at least two tiles wide, maybe even three tiles. Otherwise your dwarves will be constantly running into each other and productivity will be slowed.<br />
* To reduce the amount of time that your dwarves spend walking, common areas should be placed near the center of your fort. Dwarves drink frequently. They also like to throw parties. It's a good idea to store your booze in a centralized location, and to designate a [[meeting hall]] in a similarly centralized place.<br />
* An efficient fortress must make good use of all three dimensions. A dwarf climbs or descends one [[z-level]] in the same time it takes to move one step horizontally, so, for example, when you need to build more bedrooms, it can be a lot more efficient to dig down one level than to place the new rooms 20 tiles farther from the center of your fortress. <br />
* Moving one step diagonally takes about 1.4 times longer than moving one step orthogonally. This matches the real world, where Pythagoras tells us that it should take about √2 (1.414) times longer. You can optimize floor plans for pathfinding by adopting more circular shapes into your design.<br />
* With the new [[burrow]] functionality, it is possible to segregate some dwarves to being permanently in their area, so that they never try to take a task half-way across the map, or haul items a long distance through high-volume corridors. For example, your garbagedwarves can be told to use only service halls, defined by burrows that cover all but the main hallways, and they will then use those back halls to take trash to the dump. Make sure you understand burrows before attempting this - if there is no source of food or drink in the burrows a dwarf is restricted to, they will die!<br />
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==Aesthetics==<br />
Aesthetics are completely subjective, of course, but it's still something you may want to consider when designing your fort.<br />
* Use symmetry when possible.<br />
* Conform to either mostly organic shapes or mostly inorganic shapes. A mixture probably won't look very good.<br />
* Prefer digging in stone rather than [[soil]]. Although digging in stone is slower and messier, stone can eventually be smoothed and engraved. Soil, on the other hand, is ugly and much less dwarfy.<br />
* Use stockpile settings to consistently build your furniture from a single type of stone. Bedrooms tend to look nicer when the furniture is uniform.<br />
* ...unless you like lots of color and variety, in which case use the stockpile and workshop settings to make sure your dwarves use lots of different materials.<br />
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== Further Reading ==<br />
For an in-depth examination of topics relating to fortress layout, these pages focus on specific aspects, mostly with an eye to improving survivability. Some of these are not directly related to architecture but are useful nonetheless.<br />
* [[Defense guide]]<br />
* [[Security design]]<br />
* [[Trap design]]<br />
* [[Military design]]<br />
* [[Stockpile Design]]<br />
* [[Workshop design]]<br />
* [[Bedroom design]]<br />
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{{Category|Design}}<br />
{{Category|Guides}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34:Siege&diff=178405v0.34:Siege2012-10-28T08:52:59Z<p>Coaldiamond: /* Necromancer sieges */</p>
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<div>{{quality|Masterwork|14:21, 27 July 2012 (UTC)}}{{av}}<br />
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:''For catapults and ballistae, see [[Siege engine]].''<br />
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'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s. They are usually announced with the message screen "''A vile force of darkness has arrived!''" (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows the "SIEGE" tag along the top for the duration.<br />
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Caravans will not arrive at a besieged fortress. It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.<br />
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A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the [[Embark]] site finder when selecting your fortress site.<br />
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=== Structure of a siege ===<br />
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Siege forces usually consist of several 'squads'. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).<br />
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Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).<br />
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After being sufficiently "successful" at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the "SIEGE" tag will go away.<br />
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It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. <br />
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Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.<br />
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You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].<br />
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=== [[Goblin]] sieges ===<br />
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Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves.<br />
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Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].<br />
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Goblins sieges often include groups of [[Troll]]s, [[Ogre]]s, or [[Cave dragon]]s that can [[Building destroyer|break buildings]]. Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.<br />
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Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.<br />
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They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s. Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns. Mounts will no longer appear if you kill the Goblin leader. {{verify}} You can see if the Goblin leader is still alive by checking the Civilization menu ({{k|c}}).<br />
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Potential mounts include:<br />
*[[Cave crocodile]]<br />
*[[Giant olm]]<br />
*[[Rutherer]]<br />
*[[Blind cave bear]]<br />
*[[Giant bat]]<br />
*[[Giant cave swallow]]<br />
*[[Voracious cave crawler]]<br />
*[[Giant toad]]<br />
*[[Elk Bird]]<br />
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=== [[Elf|Elven]] sieges ===<br />
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It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. <br />
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Elven sieges are announced with the message, "''The elves have brought the full forces of their lands against you.''". Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing wooden armor, or nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.<br />
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=== [[Human]] sieges ===<br />
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Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Human sieges are announced with the message "''The enemy have come and are laying siege to the fortress.''".<br />
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Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.<br />
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Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.<br />
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Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as "new", even if it's the same type of trap in the same tile.<br />
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=== [[Necromancer]] sieges ===<br />
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more.<br />
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=== Bugs ===<br />
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}<br />
* Amphibian invader mounts drown their riders. {{Bug|926}}<br />
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{{Military}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Color_scheme&diff=178390v0.34 Talk:Color scheme2012-10-25T22:14:25Z<p>Coaldiamond: whoops. sorry for the pseudo-double post.</p>
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<div>Has anyone else noticed that some of the listed color schemes (e.g. the Natural scheme)do not fit well with DF2010 and beyond? I suspect the the new material definitions have something to do with it. I have since had to readjust my color scheme to get correct colors for things like vomit, mud, and the various dyes. I am considering uploading my adjusted color scheme to the site if anyone else thinks it would be useful/appropriate.[[User:Coaldiamond|-Coaldiamond]] 22:14, 25 October 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Color_scheme&diff=178389v0.31 Talk:Color scheme2012-10-25T22:13:35Z<p>Coaldiamond: </p>
<hr />
<div>[EDIT: Whoops, should have put this in the v.034 page!] Has anyone else noticed that some of the listed color schemes (e.g. the Natural scheme)do not fit well with DF2010 and beyond? I suspect the the new material definitions have something to do with it. I have since had to readjust my color scheme to get correct colors for things like vomit, mud, and the various dyes. I am considering uploading my adjusted color scheme to the site if anyone else thinks it would be useful/appropriate.[[User:Coaldiamond|-Coaldiamond]] 22:12, 25 October 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Color_scheme&diff=178388v0.31 Talk:Color scheme2012-10-25T22:12:13Z<p>Coaldiamond: Created page with "Has anyone else noticed that some of the listed color schemes (e.g. the Natural scheme)do not fit well with DF2010 and beyond? I suspect the the new material definitions have som..."</p>
<hr />
<div>Has anyone else noticed that some of the listed color schemes (e.g. the Natural scheme)do not fit well with DF2010 and beyond? I suspect the the new material definitions have something to do with it. I have since had to readjust my color scheme to get correct colors for things like vomit, mud, and the various dyes. I am considering uploading my adjusted color scheme to the site if anyone else thinks it would be useful/appropriate.[[User:Coaldiamond|-Coaldiamond]] 22:12, 25 October 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Advanced_world_generation&diff=176363v0.34 Talk:Advanced world generation2012-08-04T20:01:38Z<p>Coaldiamond: /* How to influence layer types during world gen? */ new section</p>
<hr />
<div>==Generate necromancer towers==<br />
Is there any way to cause more necromancer towers to appear during world generation? Right now my only way of making towers appear is to set a large amount of years to pass during generation and hope for the best. <br />
--[[Special:Contributions/91.85.38.255|91.85.38.255]] 03:31, 1 August 2012 (UTC)<br />
==<br />
<br />
==Secret Types==<br />
I am pretty sure this is necromancers, and nothing to do with forgotten beasts. The interaction raw for secrets only has life and death present. Might be the only "secret" present in the game at the moment. Are there any examples from other raws for forgotten beasts? -- [[User:Phage|Phage]] 17:07, 21 July 2012 (UTC)<br />
<br />
==Move==<br />
I think most of this page is just copied over from a previous version so hopefully nobody will mind me updating it but whoever worked on this page before; thanks, you've obviously done a lot of work! <br />
<br />
I'm currently updating the page with information based on experiments on this forum page http://www.bay12forums.com/smf/index.php?topic=112132.0 I won't be adding much more to that thread, just working on bringing the info here but please feel free to come and question anything I've said. I want this page to be right, I want to be the first to know if I got something wrong. <br />
<br />
Will be posting any future threads here, also if anybody wants to do their own thread big or small please post it here or message me because I would love to see it. - SAFry<br />
<br />
== How to influence layer types during world gen? ==<br />
<br />
I have played around with advanced world generation quite a bit, but I have never felt that I found a way to ensure the generation of lots of sedimentary layers. In addition, I find that most of the sedimentary layers end up having aquifers. Is there anyone who knows how to tweak the world gen parameters to get more sedimentary layers, and fewer aquifers? P.S., don;t suggest that I mod out the [aquifer] tag. I'm looking for a vanilla-compatible solution. [[User:Coaldiamond|-Coaldiamond]] 20:01, 4 August 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=User_talk:Emi&diff=176362User talk:Emi2012-08-04T20:00:24Z<p>Coaldiamond: /* Permission to make new Discussion pages? */</p>
<hr />
<div>Please leave new messages by pressing the new section button. It is next to the edit button, and says "Add topic". Be sure to sign your message with <nowiki>~~~~</nowiki> so I know who left me the message.<br />
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}<br />
<br />
== Empty DF:2012 Articles ==<br />
<br />
Hello, I'd like to offer a few suggestions:<br />
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a <nowiki>{{av}}</nowiki> template inserted, so that users can reference an older version easily while understanding that it could be outdated?<br />
* Could a bot be created to go through all the current dead links and create those articles and place a <nowiki>{{av}}</nowiki> template within them?<br />
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?<br />
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)<br />
<br />
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)<br />
<br />
== Spanish translation ==<br />
<br />
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.<br />
<br />
<br />
<br />
== PROBLEM ==<br />
since you "upgraded" the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this: DF2010-Magma.gz<br />
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual<br />
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)<br />
<br />
<br />
== Upload Button Missing ==<br />
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?<br />
<br />
Thanks,<br />
--[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)<br />
<br />
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)<br />
<br />
== Eagles ==<br />
<br />
Why can't I create new pages? I want to create a page about normal eagles.<br />
<br />
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)<br />
<br />
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)<br />
<br />
== a namespace just for me? ==<br />
<br />
It says that if i'd like a user page i should post here asking for one.<br />
can i have a namespace for me please? under Zazq? [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)<br />
<br />
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)<br />
<br />
== UserPage ==<br />
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...<br />
<br />
<br />
I'd like a user page too, name KevinFragger2427. Thanks.<br />
<br />
== v34 Utilities ==<br />
<br />
Can we get a [[DF2012:Utilities]] page created?<br />
<br />
== Giant sponges ==<br />
<br />
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.<br />
<br />
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly ?<br />
<br />
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)<br />
<br />
== Can I have two pages created? ==<br />
<br />
I'd like to have two pages created for me, please.<br />
<br />
<br />
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.<br />
<br />
2. I would also like a whole new mod article made, please. Title it "Modern Warfare: Year 2100" too, please, as well.<br />
<br />
EDIT: Username is UristMcHuman. Sorry I forgot that<br />
<br />
== Interactions. ==<br />
<br />
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)<br />
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.<br />
<br />
== User page for Darchitect. ==<br />
<br />
I'd like one, if you'd be so kind.<br />
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect<br />
<br />
== Favicon Recovery ==<br />
<br />
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]<br />
<br />
== Request for User Page ==<br />
<br />
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)<br />
<br />
== Request for Confirmed User ==<br />
<br />
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an "Autoconfirmed user" so that I can add my tileset to the Tileset repository. The "autoconfirmation" never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)<br />
<br />
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you! --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)<br />
<br />
== Cached Special Pages ==<br />
<br />
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)<br />
<br />
== Is the DF2012:Creatures page getting too big for the server? ==<br />
<br />
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)<br />
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)<br />
<br />
== DFRawFunctions ==<br />
<br />
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)<br />
<br />
== I want to make Korean Wiki. ==<br />
<br />
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.<br />
<br />
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.<br />
<br />
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)<br />
<br />
== Create Redir [[DF2012:Well_guide]] ==<br />
<br />
Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -> [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)<br />
<br />
== Froot wants a userpage too. ==<br />
<br />
Hey-lo.<br />
Yet another userpage request.<br />
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)<br />
<br />
there is no "DF2012 Talk:Cave crocodile", added an my issue about my "Bosa, Cave Crocodile (+trained+)" which cost me about an game-hour lost due to reloading save in the article. Wonder, why there is no "talk" pages for everything by default? There are many cases which need some science before editing articles :(<br />
<br />
== Minecarts 101 page? ==<br />
<br />
Can we get a "Minecarts 101" page started the same way there are intro pages for things like the military?<br />
<br />
Thanks,<br />
<br />
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56<br />
<br />
== Page request ==<br />
<br />
May I request a userpage?<br />
<br />
-Erich<br />
<br />
== User page request ==<br />
<br />
Hello! I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)<br />
<br />
== DF2012_Talk:Siege ==<br />
<br />
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege<br />
<br />
thanks,<br />
<br />
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius<br />
<br />
== Wiki in spanish??? ==<br />
<br />
How can I create a page for the wiki in spanish?<br />
<br />
== add #dwarffortress irc.freenode.net to main page IRC section ==<br />
<br />
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?<br />
Thank you<br />
<br />
== new user page request ==<br />
<br />
looking for a user page so I can store my scripts in the wiki.<br />
<br />
thanks<br />
vjek<br />
<br />
[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)<br />
<br />
== new page request ==<br />
Hi<br />
could you add a talk page at the "raw adamantine" article<br />
user: grafsnow<br />
<br />
== DF2012:World rejection ==<br />
<br />
Hi, I'm trying to write the page for DF2012:World rejection http://dwarffortresswiki.org/index.php/DF2012:World_rejection which has a red link on the Advanced World Generation page but I can't create a new page. Do I need somebody to make it for me? Thanks, Seb. --[[User:SAFry|SAFry]] 19:08, 30 June 2012 (UTC)<br />
:I created it for him. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 02:18, 1 July 2012 (UTC)<br />
<br />
== Could I get a page for my mod? ==<br />
<br />
I'm currently working on a mod, and I'd really like a page where I can put what the mod is, how you use it, what it includes, etc...<br />
I'm sorry if it looks kinda sketchy that I just created this account today and I'm being vague about the mod Dx<br />
Anyways, if/when you create it, could you title it ''PlayableCiv+'' <br />
Thanks:)<br />
[[User:Toxicshadow|Toxicshadow]] 05:30, 1 July 2012 (UTC)<br />
<br />
== Arms Industry Page ==<br />
<br />
Could you create an "Arms Industry" page for information concerning production of weapons? Alternatively, it could be called "Weapons Industry."<br />
<br />
== User Page ==<br />
<br />
Would be very glad if i had a user page as a kind of sandbox (and to put some !!science!! stuff up there) [[User:Lorb|Lorb]] 09:53, 7 July 2012 (UTC)<br />
<br />
== User Page Request ==<br />
<br />
Could you make me a user page?<br />
<br />
== Requesting Page Creation for 'Fixed Creatures' ==<br />
<br />
There has been some discussion on r/DwarfFortress ([http://www.reddit.com/r/dwarffortress/comments/w8ht8/need_help_my_giant_black_mambas_wont_breed/]) about animals that don't lay eggs that should, eggs that don't hatch due to a missing Tag, and other various issues. I would like to create a space where we can create a list of animals with the values and tags modified to be more accurate. Thanks!--Dragoon209<br />
<br />
Edit: I haven't received any word that the pages have been created, and a quick search shows no matches for 'Fixed Creatures'. Is there any information I am missing to start the process? Thanks in advance!<br />
[[User:Dragoon209|Dragoon209]] 18:19, 13 July 2012 (UTC)<br />
<br />
: What page titlewould you like? --[[User:Briess|Briess]] 18:26, 13 July 2012 (UTC)<br />
<br />
:: How about "DF2012:Fixed_Creature_RAWs"? [[User:Dragoon209|Dragoon209]] 18:34, 13 July 2012 (UTC)<br />
<br />
== Outpost Liason ==<br />
<br />
I am simply looking for more information about a phenomenon that has happened twice now. An outpost liason came to my fort and asked if I wanted to join their colony. What are the pros and cons of saying either yes or no? Please help!<br />
<br />
== Yet Another User Page ==<br />
<br />
Just requesting a user page created, to play around in and post some of my own DF-related stuff. Thanks! [[User:MasterShizzle|MasterShizzle]] 17:59, 13 July 2012 (UTC)<br />
:Umm... wow. That was fast! You guys are awesome. [[User:MasterShizzle|MasterShizzle]] 18:12, 13 July 2012 (UTC)<br />
<br />
== Symbol Sets (Modding) ==<br />
<br />
Can someone create a page for Symbol Sets, as used in Entity files, and found in language_SYM.txt?<br />
[[User:Toxicshadow|Toxicshadow]] 23:32, 15 July 2012 (UTC)<br />
<br />
== 2012 Talk:Door ==<br />
<br />
Hi Emily,<br />
<br />
I'd like to start [[DF2012 Talk:Door]], since I can verify that artifact doors are indestructible. (There is a verify tag for that in the [[DF2012:Door#Notes]] section.) Here is the text I want to add:<br />
<br />
<blockquote><br />
I can verify that artifact doors are indestructible. An artifact door is all that stands between my necropolis fortress (some 100 casualties in the previous siege) and 8 trolls standing right outside the door. The trolls have been there for an entire season. They showed up when the elven caravan arrived in spring, and are still there to greet the human caravan which just arrived.<br />
</blockquote><br />
<br />
[[User:Great Cthulhu|Great Cthulhu]] 23:13, 19 July 2012 (UTC)<br />
<br />
== Need 2 pages created ==<br />
<br />
I would like to have my user page created, furthermore i would like to help improve the DF2012 Contaminant page,<br />
and i need the DF2012 Talk:Contaminant created.<br /><br />
[[User:Ipsin|Ipsin - Everything is better with magma ]] 16:06, 23 July 2012 (UTC)<br />
<br />
== User page request ==<br />
<br />
Hello there! I am writing this to request the a user page (obviously :)) I'm a confirmed user, although I have less than 10 edits so far, I swear I am not a bot! I am actually more interested in the user page as a personal sandbox of the moment to figure out name space templates and the like without messing anything up. I use the wiki daily (I have only been playing for a few months, you guys were a life saver) so I am still going through plenty of articles all the time and would like to contribute more than I am able to now. I learn by doing and don't want to mess up any templates or the like :)<br />
<br />
Thanks very much for any help you are able to provide <br />
--<br />
[[User:Phage|Phage]] 05:45, 26 July 2012 (UTC)<br />
<br />
== New User Page Request ==<br />
<br />
Howdy, looking to get page for my user account.<br />
<br />
Let me know if you need any additional info.<br />
<br />
Thanks,<br />
<br />
[[User:WhiskeyTangoFox|WhiskeyTangoFox]] 01:44, 30 July 2012 (UTC)WhiskeyTangoFox<br />
<br />
== Permission to make new Discussion pages? ==<br />
<br />
Hi Emi. I was trying to start a Discussion page in the "Sedimentary" article, but ran into a permission error. Since I am a longtime user, may I please have permission to make new pages? [[User:Coaldiamond|-Coaldiamond]] 20:00, 4 August 2012 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=User_talk:Emi&diff=176361User talk:Emi2012-08-04T19:59:58Z<p>Coaldiamond: /* Permission to make new Discussion pages? */ new section</p>
<hr />
<div>Please leave new messages by pressing the new section button. It is next to the edit button, and says "Add topic". Be sure to sign your message with <nowiki>~~~~</nowiki> so I know who left me the message.<br />
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}<br />
<br />
== Empty DF:2012 Articles ==<br />
<br />
Hello, I'd like to offer a few suggestions:<br />
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a <nowiki>{{av}}</nowiki> template inserted, so that users can reference an older version easily while understanding that it could be outdated?<br />
* Could a bot be created to go through all the current dead links and create those articles and place a <nowiki>{{av}}</nowiki> template within them?<br />
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?<br />
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)<br />
<br />
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)<br />
<br />
== Spanish translation ==<br />
<br />
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.<br />
<br />
<br />
<br />
== PROBLEM ==<br />
since you "upgraded" the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this: DF2010-Magma.gz<br />
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual<br />
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)<br />
<br />
<br />
== Upload Button Missing ==<br />
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?<br />
<br />
Thanks,<br />
--[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)<br />
<br />
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)<br />
<br />
== Eagles ==<br />
<br />
Why can't I create new pages? I want to create a page about normal eagles.<br />
<br />
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)<br />
<br />
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)<br />
<br />
== a namespace just for me? ==<br />
<br />
It says that if i'd like a user page i should post here asking for one.<br />
can i have a namespace for me please? under Zazq? [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)<br />
<br />
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)<br />
<br />
== UserPage ==<br />
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...<br />
<br />
<br />
I'd like a user page too, name KevinFragger2427. Thanks.<br />
<br />
== v34 Utilities ==<br />
<br />
Can we get a [[DF2012:Utilities]] page created?<br />
<br />
== Giant sponges ==<br />
<br />
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.<br />
<br />
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly ?<br />
<br />
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)<br />
<br />
== Can I have two pages created? ==<br />
<br />
I'd like to have two pages created for me, please.<br />
<br />
<br />
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.<br />
<br />
2. I would also like a whole new mod article made, please. Title it "Modern Warfare: Year 2100" too, please, as well.<br />
<br />
EDIT: Username is UristMcHuman. Sorry I forgot that<br />
<br />
== Interactions. ==<br />
<br />
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)<br />
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.<br />
<br />
== User page for Darchitect. ==<br />
<br />
I'd like one, if you'd be so kind.<br />
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect<br />
<br />
== Favicon Recovery ==<br />
<br />
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]<br />
<br />
== Request for User Page ==<br />
<br />
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)<br />
<br />
== Request for Confirmed User ==<br />
<br />
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an "Autoconfirmed user" so that I can add my tileset to the Tileset repository. The "autoconfirmation" never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)<br />
<br />
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you! --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)<br />
<br />
== Cached Special Pages ==<br />
<br />
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)<br />
<br />
== Is the DF2012:Creatures page getting too big for the server? ==<br />
<br />
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)<br />
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)<br />
<br />
== DFRawFunctions ==<br />
<br />
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)<br />
<br />
== I want to make Korean Wiki. ==<br />
<br />
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.<br />
<br />
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.<br />
<br />
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)<br />
<br />
== Create Redir [[DF2012:Well_guide]] ==<br />
<br />
Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -> [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)<br />
<br />
== Froot wants a userpage too. ==<br />
<br />
Hey-lo.<br />
Yet another userpage request.<br />
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)<br />
<br />
there is no "DF2012 Talk:Cave crocodile", added an my issue about my "Bosa, Cave Crocodile (+trained+)" which cost me about an game-hour lost due to reloading save in the article. Wonder, why there is no "talk" pages for everything by default? There are many cases which need some science before editing articles :(<br />
<br />
== Minecarts 101 page? ==<br />
<br />
Can we get a "Minecarts 101" page started the same way there are intro pages for things like the military?<br />
<br />
Thanks,<br />
<br />
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56<br />
<br />
== Page request ==<br />
<br />
May I request a userpage?<br />
<br />
-Erich<br />
<br />
== User page request ==<br />
<br />
Hello! I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)<br />
<br />
== DF2012_Talk:Siege ==<br />
<br />
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege<br />
<br />
thanks,<br />
<br />
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius<br />
<br />
== Wiki in spanish??? ==<br />
<br />
How can I create a page for the wiki in spanish?<br />
<br />
== add #dwarffortress irc.freenode.net to main page IRC section ==<br />
<br />
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?<br />
Thank you<br />
<br />
== new user page request ==<br />
<br />
looking for a user page so I can store my scripts in the wiki.<br />
<br />
thanks<br />
vjek<br />
<br />
[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)<br />
<br />
== new page request ==<br />
Hi<br />
could you add a talk page at the "raw adamantine" article<br />
user: grafsnow<br />
<br />
== DF2012:World rejection ==<br />
<br />
Hi, I'm trying to write the page for DF2012:World rejection http://dwarffortresswiki.org/index.php/DF2012:World_rejection which has a red link on the Advanced World Generation page but I can't create a new page. Do I need somebody to make it for me? Thanks, Seb. --[[User:SAFry|SAFry]] 19:08, 30 June 2012 (UTC)<br />
:I created it for him. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 02:18, 1 July 2012 (UTC)<br />
<br />
== Could I get a page for my mod? ==<br />
<br />
I'm currently working on a mod, and I'd really like a page where I can put what the mod is, how you use it, what it includes, etc...<br />
I'm sorry if it looks kinda sketchy that I just created this account today and I'm being vague about the mod Dx<br />
Anyways, if/when you create it, could you title it ''PlayableCiv+'' <br />
Thanks:)<br />
[[User:Toxicshadow|Toxicshadow]] 05:30, 1 July 2012 (UTC)<br />
<br />
== Arms Industry Page ==<br />
<br />
Could you create an "Arms Industry" page for information concerning production of weapons? Alternatively, it could be called "Weapons Industry."<br />
<br />
== User Page ==<br />
<br />
Would be very glad if i had a user page as a kind of sandbox (and to put some !!science!! stuff up there) [[User:Lorb|Lorb]] 09:53, 7 July 2012 (UTC)<br />
<br />
== User Page Request ==<br />
<br />
Could you make me a user page?<br />
<br />
== Requesting Page Creation for 'Fixed Creatures' ==<br />
<br />
There has been some discussion on r/DwarfFortress ([http://www.reddit.com/r/dwarffortress/comments/w8ht8/need_help_my_giant_black_mambas_wont_breed/]) about animals that don't lay eggs that should, eggs that don't hatch due to a missing Tag, and other various issues. I would like to create a space where we can create a list of animals with the values and tags modified to be more accurate. Thanks!--Dragoon209<br />
<br />
Edit: I haven't received any word that the pages have been created, and a quick search shows no matches for 'Fixed Creatures'. Is there any information I am missing to start the process? Thanks in advance!<br />
[[User:Dragoon209|Dragoon209]] 18:19, 13 July 2012 (UTC)<br />
<br />
: What page titlewould you like? --[[User:Briess|Briess]] 18:26, 13 July 2012 (UTC)<br />
<br />
:: How about "DF2012:Fixed_Creature_RAWs"? [[User:Dragoon209|Dragoon209]] 18:34, 13 July 2012 (UTC)<br />
<br />
== Outpost Liason ==<br />
<br />
I am simply looking for more information about a phenomenon that has happened twice now. An outpost liason came to my fort and asked if I wanted to join their colony. What are the pros and cons of saying either yes or no? Please help!<br />
<br />
== Yet Another User Page ==<br />
<br />
Just requesting a user page created, to play around in and post some of my own DF-related stuff. Thanks! [[User:MasterShizzle|MasterShizzle]] 17:59, 13 July 2012 (UTC)<br />
:Umm... wow. That was fast! You guys are awesome. [[User:MasterShizzle|MasterShizzle]] 18:12, 13 July 2012 (UTC)<br />
<br />
== Symbol Sets (Modding) ==<br />
<br />
Can someone create a page for Symbol Sets, as used in Entity files, and found in language_SYM.txt?<br />
[[User:Toxicshadow|Toxicshadow]] 23:32, 15 July 2012 (UTC)<br />
<br />
== 2012 Talk:Door ==<br />
<br />
Hi Emily,<br />
<br />
I'd like to start [[DF2012 Talk:Door]], since I can verify that artifact doors are indestructible. (There is a verify tag for that in the [[DF2012:Door#Notes]] section.) Here is the text I want to add:<br />
<br />
<blockquote><br />
I can verify that artifact doors are indestructible. An artifact door is all that stands between my necropolis fortress (some 100 casualties in the previous siege) and 8 trolls standing right outside the door. The trolls have been there for an entire season. They showed up when the elven caravan arrived in spring, and are still there to greet the human caravan which just arrived.<br />
</blockquote><br />
<br />
[[User:Great Cthulhu|Great Cthulhu]] 23:13, 19 July 2012 (UTC)<br />
<br />
== Need 2 pages created ==<br />
<br />
I would like to have my user page created, furthermore i would like to help improve the DF2012 Contaminant page,<br />
and i need the DF2012 Talk:Contaminant created.<br /><br />
[[User:Ipsin|Ipsin - Everything is better with magma ]] 16:06, 23 July 2012 (UTC)<br />
<br />
== User page request ==<br />
<br />
Hello there! I am writing this to request the a user page (obviously :)) I'm a confirmed user, although I have less than 10 edits so far, I swear I am not a bot! I am actually more interested in the user page as a personal sandbox of the moment to figure out name space templates and the like without messing anything up. I use the wiki daily (I have only been playing for a few months, you guys were a life saver) so I am still going through plenty of articles all the time and would like to contribute more than I am able to now. I learn by doing and don't want to mess up any templates or the like :)<br />
<br />
Thanks very much for any help you are able to provide <br />
--<br />
[[User:Phage|Phage]] 05:45, 26 July 2012 (UTC)<br />
<br />
== New User Page Request ==<br />
<br />
Howdy, looking to get page for my user account.<br />
<br />
Let me know if you need any additional info.<br />
<br />
Thanks,<br />
<br />
[[User:WhiskeyTangoFox|WhiskeyTangoFox]] 01:44, 30 July 2012 (UTC)WhiskeyTangoFox<br />
<br />
== Permission to make new Discussion pages? ==<br />
<br />
Hi Emi. I was trying to start a Discussion page in the "Sedimentary" article, but ran into a permission error. Since I am a longtime user, may I please have permission to make new pages?</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Badger&diff=159514v0.31:Badger2012-01-22T19:55:45Z<p>Coaldiamond: </p>
<hr />
<div>{{quality|Exceptional|03:48, 21 September 2011 (UTC)}}<br />
{{Creaturelookup/0<br />
|fat=11<br />
|intestine=1<br />
|liver=1<br />
|tripe=1<br />
|nervous tissue=1<br />
|brain=1<br />
|bone=10<br />
|meat=11<br />
|lung=2<br />
|skull=1<br />
|skin=hide<br />
|contrib=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
A small mammal (about half the size of a dog) that travels in groups referred to in the community as "congas", badgers distinguish themselves from the common pack critter that occasionally wanders onto your map by their Prone To Rage feature. This means that badgers will often go berserk and attack adventurers, dwarves, and livestock.<br />
<br />
For an adventurer, badgers can serve as a superb sparring partner (much better than other critters like gophers or hoary marmots) in order to gain experience in skills like Shield User and Armor User. See this [[DF2010:Adventure mode#How do I increase my skills and attributes? (powerleveling)|FAQ]] section for more details.<br />
<br />
Badgers that are enraged will hunt down common peasant dwarves going about their business on the surface, disrupting early fortress setup procedures as they force a terrified dwarf to run to the edge of the map before being cornered by the badger.<br />
<br />
Fortunately, it's still a small and fairly harmless creature due to its size and lack of any notable form of attacks, and a common adult unarmed dwarf will probably cripple it with a single kick (which is not to say that a badger can't get lucky, but it mostly seems to be limited to bruises and scratches). However, [[children]] are vulnerable to their attacks, especial the young (and hence small) ones.<br />
<br />
If you are attacked by aggressive badgers early on while still digging out your fort, consider training some of your dogs to be wardogs - a wardog is more than a match for a badger, and spares you the need to set a valuable soldier dwarf to badger-hunting duty.<br />
<br />
[[Honey badger]]s are identical to normal badgers, but found in [[tropical]] and [[desert]] regions rather than [[temperate]] ones.<br />
<br />
<gallery><br />
File:American Badger Sow.JPG| American Badger (female)<br />
</gallery><gallery><br />
File:European Badger.jpg| European Badger<br />
</gallery><br />
<br />
<br />
{{D for Dwarf}}<br />
Here is a lovely quote from Untelligent of the Bay12 forums.<br />
<br />
"For ages, the crown of the King of Beasts has rested upon no head, the title long being vacant. Elephants became docile long ago, Carp have shrunk even smaller than they once were and dwarves made less fearful of their terrifying stare, and Giant Cave Spiders had the razor-tips of their fangs filed off.<br />
<br />
But now, a new beast, freshly wrought from the blood-forges of Armok himself, has begun its reign of terror over the land. He made it ubiquitous, such that all would know its name. He filled it with fury, such that none would think it harmless. And He granted several of them tremendous size and insatiable anger far beyond that of their normal kin, such that even those who had thought they had mastered them had still more treacherous foes to be slain by.<br />
<br />
There is a new King of Beasts, and its name is Badger. Tremble before it."<br />
<br />
This may seem to contradict earlier claims of the badger being harmless. This is true, for a single badger or for small groups. Unfortunately, they tend to enter the map in huge "badger storms", swirling masses of highly irritable, lightning quick, sharp-clawed monsters. Any dwarf unlucky enough to be caught alone in a badger storm will soon find themselves being torn to shreds, reduced to a mangled pile of flesh. <br />
<br />
''..Hands and feet will be severed.'' <br />
<br />
{{Gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Graphics_set_repository&diff=154644v0.31:Graphics set repository2011-11-08T23:05:03Z<p>Coaldiamond: /* Coaldiamond's DF+ Graphics Pack */</p>
<hr />
<div>{{quality|Exceptional|08:55, 31 July 2010 (UTC)}}{{av}} <br />
<br />
==18x18 square graphics sets==<br />
===Ironhand and Wormslayer's Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Ironhandtileset.png|270px]]<br/>[[Image:IronhandDwarves.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]<br />
| author = Ironhand and Wormslayer<br />
| sprite = 18&times;18<br />
| resolution = 1440x450<br />
| current version = 0.57<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
==16×16 square graphics sets==<br />
===Phoebus' Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Phoebus_16x16.png]]<br />
[[Image:Phoebus_Dwarves.png]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=57557.0 Official Forum Thread]<br />
| author = Phoebus<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.31.25v05<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
===Chariot's Full Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Chariot_dwarves.PNG]]<br/>[[Image:Chariot_animals.PNG]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=1202 DFFD Link]<br />
| author = [[User:Chariot|Chariot]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.97<br />
| df compatible = 0.31.06<br />
| installation = Instructions in link<br />
| comments = Last updated: June 9th, 2010<br />
}}<br />
<br />
===Cyster's Dwarven Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves_cyster.png]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2086 DFFD Link]<br />
| author = [[User:Cyster|Cyster]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 1.0<br />
| df compatible = 0.31.03<br />
| installation = Instructions in link.<br />
| comments = Last updated: April 12, 2010<br />
Dwarven graphics set only, stand-alone -- no pre-packaged version currently available.<br />
}}<br />
<br />
===Mayday's Graphic Set===<br />
{{GraphicsSet<br />
| image = [[Image:DFG13.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53649.0 Official Forum Thread]<br />
| author = [[User:Mikemayday|Mikemayday]]<br />
| sprite = 16&times;16<br />
| resolution = 1280 horizontal<br />
| current version = 31_25<br />
| df compatible = 0.31.25<br />
| installation = Available as a pre-installed copy<br />
| comments = Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).<br />
}}<br />
for linux and mac, there's now an install script out there which applies a diff to the current DF installation, see http://github.com/rofl0r/df-mayday. it worked with 0.31.25 on linux.<br />
the way it works is a diff file with a little context, so it can in theory be applied to any new DF version, as long as the raws aren't changed too heavily. the diff file used didn't need a single change in .14-.25.<br />
additionally, it automatically fixes accented characters used in names, to look better with the tileset.<br />
<br />
===Geoduck's 16x16 Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample16.png|192px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress16.html Geoduck's Dwarf Fortress 16x16 page]<br />
| author = Geoduck<br />
| sprite = 16&times;16<br />
| resolution = 1024&times;768 or higher<br />
| current version = 1.0<br />
| df compatible = 0.31.25<br />
| installation = Instructions at download site<br />
| comments = Last updated: May 04, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine compactness with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but originally inspired in part by PTTG's graphics set for .40d.}}<br />
<br />
==14×16 non-square graphics sets==<br />
===Deep Qantas: Expanded===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves2_dqe.png]]<br/>[[Image:Standard_dqe.png]]<br />
| download link = [http://www.bay12games.com/forum/index.php?topic=53471.0 The Forum Thread]<br />
| author = (Deep Qantas, Dystopian Rhetoric),[[User:Stele007|Stele007]]<br />
| sprite = 14&times;16<br />
| resolution = 1120&times;400<br />
| current version = 1.52<br />
| df compatible = 0.31.03<br />
| installation = Comes pre-installed or available to copy to raw and savegame raw folders<br />
| comments = Last updated: April 13th, 2010<br />
Expands the original Deep Qantas tileset. Adds more creatures, animals, and professions for other races. Uses Dystopian Rhetoric set for unfinished tiles<br />
}}<br />
<br />
==12×12 square graphics sets==<br />
===Geoduck's 12x12 Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample01.png|144px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress.html Geoduck's 12x12 Dwarf Fortress page]<br />
| author = Geoduck<br />
| sprite = 12&times;12<br />
| resolution = 1024&times;768<br />
| current version = 2.4<br />
| df compatible = 0.31.21<br />
| installation = Instructions at download site<br />
| comments = Last updated: March 19, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.<br />
}}<br />
<br />
==8×12 non-square graphics sets==<br />
===Coaldiamond's DF+ Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:DF+Reposit.png|270px]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2533 Dwarf Fortress Plus]<br />
| author = [[User:Coaldiamond|Coaldiamond]]<br />
| sprite = 8&times;12<br />
| resolution = (small window: 640&times;300), (full screen: 1280&times;1020)<br />
| current version = 1.3<br />
| df compatible = 0.31.25<br />
| installation = None needed. Just [http://dffd.wimbli.com/file.php?id=2533 download], unzip, and enjoy. <br />
| comments = Last updated: 10th of April, 2011<br />
[[User:Coaldiamond|Screen caps!]] <br /> Dwarf Fortress Plus Repack also includes the latest version of Dwarf Therapist and the Stonesense isometric viewer (both compatible with v0.31.25). This graphic set is an update to Plac1d's original work, whose graphics reminded me of playing Colonization and Civilization II. I've created content and updates to accommodate the changes made in DF2010. Starting resolution is 640x300 pixels wide, but you can maximize the window and zoom in x4 for a crisp, close up view. You can alternatively grab the [http://dffd.wimbli.com/file.php?id=2839 DF+ graphics only] files, if you feel confident about doing the setup on your own. <br />
}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Capybara&diff=153543v0.31:Capybara2011-10-08T22:15:48Z<p>Coaldiamond: Good enough for an upgrade to "Fine"</p>
<hr />
<div>{{Quality|Fine|[[User:Coaldiamond|-Coaldiamond]] 22:15, 8 October 2011 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|bone=11<br />
|skin=hide<br />
|skull=1<br />
|fat=11<br />
|meat=11<br />
|lung=2<br />
|heart=1<br />
|intestine=1<br />
|liver=1<br />
|tripe=1<br />
|sweetbread=1<br />
|spleen=1<br />
|kidney=2<br />
|brain=1}}<br />
{{av}}<br />
{{creaturedesc}}<br />
The '''Capybara''' and its {{L|Giant capybara|derivatives}} are currently the only animals in the game which you can hear at a distance in Adventure mode. These sounds will be described as whistling or barking.<br />
<br />
If tamed in Fortress Mode, they require a {{l|pasture}}. Capybaras are amphibious, being able to swim even from birth.<br />
<br />
In real life, the capybara can be found in South America and is the largest extant rodent in the world.<br />
<gallery><br />
File:capybara.jpg|A Capybara<br />
</gallery><br />
<br />
{{Gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Hills&diff=153542v0.31:Hills2011-10-08T22:01:41Z<p>Coaldiamond: Oops, gotta fix the category.</p>
<hr />
<div>{{quality|tattered|[[User:Coaldiamond|-Coaldiamond]] 21:59, 8 October 2011 (UTC)}}{{av}}<br />
<br />
'''Hills''' are a {{L|biome}} characterized by moderate rainfall and high drainage.<br />
Unlike {{L|mountain}}s, hill biomes can have one or more {{L|soil}} layers along with moderate amounts of {{L|Crops|vegetation}} and {{L|tree}}s.<br />
<br />
{{World}}<br />
<br />
{{Category|World}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Hills&diff=153541v0.31:Hills2011-10-08T21:59:59Z<p>Coaldiamond: Found this page on the most wanted list.</p>
<hr />
<div>{{quality|tattered|[[User:Coaldiamond|-Coaldiamond]] 21:59, 8 October 2011 (UTC)}}{{av}}<br />
<br />
'''Hills''' are a {{L|biome}} characterized by moderate rainfall and high drainage.<br />
Unlike {{L|mountain}}s, hill biomes can have one or more {{L|soil}} layers along with moderate amounts of {{L|Crops|vegetation}} and {{L|tree}}s.<br />
<br />
{{Category| Biomes}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&diff=151979v0.31:Adventurer mode2011-08-01T19:20:22Z<p>Coaldiamond: /* Managing coins */ added more advice based on personal experience</p>
<hr />
<div>{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}} <br />
<br />
<br />
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the {{L|Adventure mode quick start|Adventure Mode Quickstart Guide}}.<br />
:''See {{L|Adventure Mode quick reference}} to quickly look up key commands.<br />
<br />
<br />
In '''adventurer mode''' (also called "adventure mode") you create a single adventurer ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) who starts out somewhere in one of your generated worlds. You can receive {{L|quest}}s, venture into the wilderness to find {{L|cave}}s, shrines, lairs, abandoned towers, and other {{L|Site|towns and settlements}}. You can even visit your abandoned {{L|fortress}}es and find whatever riches were left to be guarded by the {{L|creature}}s that sealed their fate.<br />
<br />
Unlike {{L|fortress mode}}, adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.<br />
<br />
<br />
=World Selection=<br />
<br />
You can play Adventurer mode in any world that has a civilization with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses."<br />
<br />
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.<br />
<br />
=Character Creation=<br />
<br />
==Race and Civilization==<br />
<br />
Any race with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token is playable in adventure mode. In an unmodded game this means {{L|Dwarves}}, {{L|Elves}}, and {{L|Human|Humans}}. All three races can complete the same quests.<br />
<br />
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.<br />
<br />
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the {{L|Entity_token#Gameplay|INDIV_CONTROLLABLE}} token to the race's entity definition. <br />
<br />
*'''Dwarves''' have the advantage of being able to go into a {{L|Martial trance|martial trance}} when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) must be wielded two-handed by dwarves, due to their size.<br />
<br />
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.<br />
<br />
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}<br />
<br />
== Status ==<br />
<br />
Determines the number of starting skill and attribute points, which does not change based on race:<br />
*'''Peasant:''' 15 attribute, 35 skill<br />
*'''Hero:''' 35 attribute, 95 skill<br />
*'''Demigod:''' 105 attribute, 161 skill<br />
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.<br />
<br />
== Starting Attributes ==<br />
<br />
{{L|Attribute|Attributes}} are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.<br />
<br />
=== Body ===<br />
<br />
*'''Strength''' - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.<br />
*'''Agility''' - This attribute is directly related to a character's Speed and is also used in combat skills.<br />
*'''Toughness''' - Reduces physical damage. Also relates to defensive combat skills.<br />
*'''Endurance''' - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.<br />
*'''Recuperation''' - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.<br />
*'''Disease Resistance''' - Reduces the risk of disease. It isn't clear how useful this currently is in adventurer mode.<br />
<br />
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent. <br />
<br />
=== Soul ===<br />
<br />
Some of these are useful for adventure-mode-applicable skills, but some are totally useless.<br />
<br />
*'''Analytical Ability''' - Useful for certain crafting skills, the only one currently being Knapping.<br />
*'''Focus''' - Affects Archer, Ambusher, Observer.<br />
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.<br />
*'''Creativity''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.<br />
*'''Intuition''' - Only helps with Observer.<br />
*'''Patience''' - Currently useless.<br />
*'''Memory''' - Appears to be useless.<br />
*'''Linguistic Ability''' - Currently useless because adventurers don't have social skills. (much like the players *ba dum tish*)<br />
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.<br />
*'''Musicality''' - Completely useless as of yet.<br />
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping, <br />
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}<br />
*'''Social Awareness''' - Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.<br />
<br />
=== Attribute Advancement Cap ===<br />
<br />
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demi-god adventurers will always have a much higher potential for advancement than mere peasants and heroes.<br />
<br />
== Starting Skills ==<br />
<br />
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting {{L|skill}}s, as well as ones not available at character creation, can be improved through use in game.<br />
<br />
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see {{L|Combat skill}}. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.<br />
<br />
=== Weapon ===<br />
<br />
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill.<br />
<br />
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.<br />
<br />
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).<br />
<br />
*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.<br />
*'''Bowman''' - skill allows characters to use bows more effectively.<br />
*'''Crossbowman''' - allows characters to use crossbows more effectively. The dwarven version is called '''Marksdwarf'''.<br />
*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.<br />
*'''Knife User''' - allows characters to use large daggers and knives more effectively.<br />
*'''Lasher''' - allows characters to use whips and scourges more effectively.<br />
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.<br />
*'''Pikeman''' - allows characters to use pikes more effectively.<br />
*'''Spearman''' - allows characters to use spears more effectively.<br />
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.<br />
<br />
=== General Combat ===<br />
<br />
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.<br />
<br />
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.<br />
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.<br />
<br />
=== Defensive ===<br />
<br />
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.<br />
<br />
*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.<br />
*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.<br />
*'''Dodger''' - Ability to dodge out of the way of attacks.<br />
<br />
=== Unarmed Combat and Improvised Weapons ===<br />
<br />
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.<br />
<br />
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.<br />
*'''Striker''' - Punching ability.<br />
*'''Kicker''' - Kicking ability.<br />
*'''Biter''' - Biting ability.<br />
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.<br />
*'''Misc. Object User''' - Ability to beat things to death with their own severed body parts, basically. Also somewhat more commonly used for shield bashing.<br />
<br />
=== Movement and Awareness ===<br />
<br />
*'''{{L|Observer}}''' - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.<br />
*'''{{L|Swimmer}}''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.<br />
*'''{{L|Ambusher}}''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.<br />
<br />
=== Crafting ===<br />
<br />
These allow your character to create things. There is only one skill currently available in an unmodified game.<br />
<br />
*'''Knapper''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.<br />
<br />
There is also Butchering, but you can't allocate points to that at creation time.<br />
<br />
<br />
= Gameplay =<br />
<br />
== Common UI Concepts ==<br />
{{KeyConventions|3}}<br />
<br />
== Moving Around ==<br />
<br />
=== Local Movement ===<br />
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Move<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Move<br />
|-<br />
| {{k|Alt}} and a direction key<br />
| Move carefully / Deliberately enter dangerous terrain<br />
|-<br />
| {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)<br />
| Ascend<br />
|-<br />
| {{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)<br />
| Descend<br />
|-<br />
| {{k|.}}<br />
| Wait for a step<br />
|-<br />
| {{k|s}}<br />
| Stand or lie down<br />
|-<br />
| {{k|S}}<br />
| Sneak<br />
|}<br />
<br />
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character. In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet. The ▐ symbols are small collections of buildings. <br />
<br />
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.<br />
<br />
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.<br />
<br />
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.<br />
<br />
Use {{k|s}} to sit/lay down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.<br />
<br />
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around.<br />
<br />
=== Fast Travel ===<br />
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] <br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|T}}<br />
| Fast Travel<br />
|-<br />
| {{k|>}}<br />
| Exit fast travel mode<br />
|}<br />
<br />
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.<br />
<br />
See the {{L|Map legend}} for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.<br />
<br />
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X". When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).<br />
<br />
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.<br />
<br />
While in the fast travel screen you can:<br />
<br />
* {{k|c}} - Display/hide clouds/weather<br />
* {{k|m}} - Display/hide the regional map on the right<br />
* {{k|Q}} - Display the Quest log<br />
* {{k|Z}} - Display the sleep menu<br />
<br />
Other commands are not available until you exit fast travel with {{k|>}}.<br />
<br />
== Status and Information ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|}<br />
<br />
=== Looking Around ===<br />
<br />
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.<br />
<br />
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.<br />
<br />
=== Messages ===<br />
<br />
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.<br />
<br />
=== Status Screen ===<br />
<br />
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.<br />
<br />
=== Saving the Game ===<br />
<br />
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.<br />
<br />
<br />
== Searching and Manipulating ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|}<br />
<br />
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts.<br />
<br />
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.<br />
<br />
<br />
== Managing Equipment ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|i}}<br />
| Show Inventory<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|g}}<br />
| Get (pickup) an item off the ground<br />
|-<br />
| {{k|p}}<br />
| Put an item into a container<br />
|-<br />
| {{k|r}}<br />
| Remove an item you are wearing or from a container<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)<br />
|}<br />
<br />
=== Inventory ===<br />
<br />
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck in your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.<br />
<br />
=== Getting/Dropping Things ===<br />
<br />
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.<br />
<br />
=== Containers ===<br />
<br />
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.<br />
<br />
=== Wearing ===<br />
<br />
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.<br />
<br />
After acquiring {{L|armor}} from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
<br />
See {{L|Armor}} for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.<br />
<br />
=== Wielding ===<br />
<br />
There is no command for wielding items such as {{L|Weapon}}s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapon}}s or {{L|shield}}s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
<br />
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand.<br />
<br />
=== Advanced Interaction ===<br />
<br />
The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games.<br />
<br />
<br />
== Time and Weather ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|D}}<br />
| Date/Time<br />
|-<br />
| {{k|P}}<br />
| Temperature<br />
|-<br />
| {{k|W}}<br />
| Weather<br />
|}<br />
<br />
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.<br />
<br />
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day. <br />
<br />
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.<br />
<br />
The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.<br />
<br />
Weather can also reduce visibility.<br />
<br />
== Sleep ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. <br />
<br />
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]]. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)('''NOTE''': You can disable boogeymen by going into advanced world builder and setting "Number of Night creatures" to 0)<br />
<br />
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then [[bogeymen]] won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.<br />
<br />
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.<br />
<br />
== Food and Drink ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|}<br />
<br />
'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.<br />
<br />
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox). You will almost certainly end up covered in blood. You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works. The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.<br />
<br />
== Combat ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|A}} then {{k|Enter}}<br />
| Wrestle an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
{{L|Combat}} is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.<br />
<br />
=== Melee Attacks ===<br />
<br />
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.<br />
<br />
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}.<br />
<br />
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.<br />
<br />
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. <br />
<br />
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.<br />
<br />
=== Ranged Attacks ===<br />
<br />
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact.<br />
<br />
It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
<br />
=== Wrestling and Unarmed Attacks ===<br />
<br />
:''Main article: {{L|Wrestling}}''<br />
<br />
'''{{L|Wrestling}}''' (grappling) can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.<br />
<br />
For a detailed list of moves such as takedowns, throws, choke holds, etc, see {{L|Wrestling}}.<br />
<br />
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|Shift}}+{{k|A}}.<br />
<br />
=== Weapons ===<br />
<br />
{{L|Weapon}}s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.<br />
<br />
=== Wounds ===<br />
<br />
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this.<br />
<br />
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.<br />
<br />
=== Combat Preferences ===<br />
<br />
At any time during gameplay (Except travel mode), you can press {{k|Shift}}+{{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:<br />
<br />
*'''{{k|a}}ttack'''<br />
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.<br />
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.<br />
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.<br />
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it.<br />
<br />
*'''{{k|d}}odge'''<br />
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting at really tight spaces, you might want to switch it off.<br />
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.<br />
<br />
*'''{{k|c}}harge Defense'''<br />
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.<br />
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.<br />
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.<br />
<br />
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.<br />
<br />
== Talking ==<br />
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<br />
|}<br />
<br />
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.<br />
<br />
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.<br />
<br />
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:<br />
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.<br />
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.<br />
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as "in 123 Urist McSucker founded Boatmurdered". This can be selected repeatedly to reveal multiple facts about the area.<br />
*'''Capital''' - Ask where the capital of the current civilization is. As with the '''Surroundings''' topic, a random bit of the capitol's history will also be given.<br />
*'''Service''' - Ask for a [[#Quests|quest]].<br />
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as "How I long for some excitement in my life..".<br />
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like Surroundings this can also reveal bits of information about history such as "Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Flames of Burninating the Dragon."<br />
*'''Report success/accomplishments''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Basically everyone is telepathic and doesn't want to hear the same story again.<br />
*'''Goodbye''' - End the conversation.<br />
<br />
Sometimes other options may also appear. Experiment with them and see what happens.<br />
<br />
<br />
== Companions ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|c}}<br />
| View companion interface<br />
|}<br />
<br />
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.<br />
<br />
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.<br />
<br />
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)<br />
<br />
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you.<br />
<br />
== Civilization ==<br />
<br />
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.<br />
<br />
=== Towns ===<br />
<br />
Humans live in towns comprised of buildings and often a paved road. Human villages are highly modular. The small 5x5 buildings are citizen houses and shops.<br />
<br />
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.<br />
<br />
Once you find a building, step through the door. It should have multiple U's, each of which is a human.<br />
<br />
=== Fortresses ===<br />
<br />
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|>}}, and walk toward the direction of the fortress.<br />
<br />
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.<br />
<br />
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord.<br />
<br />
=== Other Sites ===<br />
<br />
'''Note:''' As of version .25, only humans have civilization sites.<br />
<br />
Elves live out in the forest, literally. Although defined to specific regions on the map, they have no structural wealth whatsoever. Some trees are named.<br />
<br />
Dwarves live underground. Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom. The main halls are wide and have pillars near the walls, long and occasionally turn corners. Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable. There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses. It's obvious the computer is playing a completely different game than you are in {{L|Fortress mode}}!<br />
<br />
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up. One could be a "tower," one could be an over-glorified "basement." There is probably a temple nearby, completely similar to human temples. Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends. Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors. They seem to have lots of children.<br />
<br />
You may come across what the map defines as a "Goblin" city that is actually populated by Humans or Dwarves living in or around the towers.<br />
<br />
=== Shops ===<br />
<br />
==== Trading (barter) ====<br />
In human towns (not hamlets or castles), you can find {{L|building|shops}}. Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.<br />
<br />
After buying an item, you must pick it up manually from somewhere in the shop. {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.<br />
<br />
Due to some limitations, there are only "human town" shopkeepers in a pre-fab Adventure mode civilization.<br />
<br />
====Theft====<br />
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.<br />
<br />
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.<br />
<br />
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''<br />
<br />
==== Selling and buying with money ====<br />
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop. Just select the items you want to sell or buy, and then set a price using the following format:<br />
* {{k|a}} asking for all of the shop's money (will be 9000☼ if you have not yet bought from or sold to that shop)<br />
* {{k|s}} +100☼<br />
* {{k|d}} +10☼<br />
* {{k|f}} +1☼<br />
* {{k|g}} reset to 0☼<br />
* {{k|h}} -1☼ (offering)<br />
* {{k|j}} -10☼<br />
* {{k|k}} -100☼<br />
* {{k|l}} offer all of your money<br />
<br />
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.<br />
<br />
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. One turn after the trade session ends, the balance of your coins will appear on a small table next to a chest.<br />
<br />
====Managing coins====<br />
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first. Alternatively, you can take your excess coinage and use it to purchase {{l|Gem|large gems}} at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.<br />
<br />
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.<br />
<br />
==== Where to get items to sell ====<br />
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits. You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.<br />
<br />
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.<br />
<br />
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.<br />
<br />
== Quests ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Q}}<br />
| Adventure (Quest) log (tasks, map, et cetera...)<br />
|}<br />
<br />
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log). The world map is on the left, with your current location highlighted by a blinking "O", while on the right is the list of your quests. You can select a quest and press {{K|z}} to find the location of the quest site: the blinking "O" will move to the quest site, with a green line drawing the path you need to take. Pressing {{K|m}} will tell you the species of the monster you're supposed to kill. You can also use the arrow keys to move the "O" around to examine the surrounding terrain and sites.<br />
<br />
Note that once you complete a quest that you can report your success to ''any'' human. Once you tell one human, everyone in the same civilization will know about it. The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.<br />
<br />
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|>}}. In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side. At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and "TSK" to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.<br />
<br />
Once you get to the quest site, you'll be unable to enter it when using quick travel mode. Attempting to do so will give the message "You cannot travel through the [site]". You must exit quick travel mode by pressing {{K|>}} and move the rest of the way using the normal movement mode. The box in the upper left-hand corner will tell you the direction to go. When you complete the quest the "TSK" will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show "Report Death of ..." instead of "Kill ...". You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you "You cannot travel until you leave this site".)<br />
<br />
<br />
==Crafting==<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|x}}<br />
| Perform action (butcher, create item...)<br />
|}<br />
<br />
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. <br />
<br />
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''<br />Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.<br />
<br />
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.<br />
<br />
These are the only reactions possible in an unmodified game though others can be added through modding.<br />
<br />
<br />
== FAQ ==<br />
<br />
===How do I get past NPCs which are in my way?===<br />
Press {{K|s}} to sit, then move to crawl between their legs. Once you're done press {{K|s}} to stand again.<br />
<br />
===How do I find an entrance to the underworld?===<br />
As of version 0.31.17, quest monsters no longer live in caves, so you can't find caves by asking for quests. Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave. If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.<br />
<br />
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===<br />
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.<br />
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.<br />
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.<br />
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.<br />
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.<br />
* Follow the advice under [[#Combat Preferences|Combat Preferences]].<br />
<br />
===How can I obtain armor as quickly as possible?===<br />
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, et al, with that civ):<br />
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.<br />
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.<br />
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.<br />
* Pick companions with good equipment so you can "inherit" it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble.<br />
<br />
<div id="powerleveling"></div><br />
<br />
===How do I increase my skills and attributes? (powerleveling)===<br />
<br />
Here are some techniques for raising your skills, very rapidly in some cases.<br />
<br />
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Macro]] to make entering the same sequence of keystrokes over and over again much easier.<br />
<br />
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[DF2010:Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.<br />
<br />
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats.<br />
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit and let it attack you to raise your defensive skills. If you have metal armor then a small animal like a gopher can't do any real damage to you even if it hits. Also change your {{K|C}}ombat preferences to "stand ground" to increase the amount of shield blocking you do, unless you want more dodging practice than shield practice. <br />
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.<br />
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Being able to throw objects at creatures, while not terribly devastating (In fact, it used to be. In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head. We can only hope the wambler survived.), can still come in handy. Since throwing also raises your archery skill, you can improve your aim with bows and crossbows by throwing, but it is also possible to improve bow/crossbow skills without wasting ammunition.<br />
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor in front of it. If bolts or arrows hit a wall that has a floor (or ground) in front of it on the same z-level the ammunition will be destroyed, however ''ammunition that falls at least one z-level after hitting a wall will remain intact.'' So, you just need to find something like a hill inside a castle, stand on the hill, then shoot at the wall on the same z-level that you're on. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then go pick up the arrows and fire them at the wall from the hill again, ad infinitum. You can also stand next to a wall that's at least 2 z-levels high, then shoot up a z-level at the wall by hitting {{k|<}} after you hit {{k|f}}. How ever you decide to do it, the key is that the arrow needs to be able to fall at least one z-level after it hits a wall in order to remain intact. Using a macro will speed this up greatly.<br />
*'''Ambushing and Swimming''' - When approaching a camp or other site, you may want to use {{k|S}} to sneak in and loot any loose items first. While it's very slow, you can sneak over large distances instead of using fast travel in order to increase your sneaking skill (Ambushing). It's also possible to sneak and swim at the same time, so training these things can be combined. Just make sure you '''start with at least Novice in swimming''' or you will find it practically impossible to train swimming.<br />
*'''Observer''' - You can't really powerlevel this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. The only apparent way to train this skill currently appears to be sleeping or walking around in the wilderness, repeatedly getting ambushed. Running away from the ambush, if you can, will probably allow you to repeat this cycle faster if you live.<br />
*'''Spatial and Kinesthetic Sense''' - Sharpening rocks with {{k|x}} will improve your Knapping skills, but more importantly, raising these skills with raise your Spatial Sense and Kinesthetic Sense attributes which help with a number of other skills. This can be combined with throwing, using a macro, to keep your inventory from filling up.<br />
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.<br />
<br />
===I managed to escape but my limbs are chopped off. Now what?===<br />
<br />
It's just a fleshwound!<br />
<br />
Unfortunately (as of .25) there's currently no way to get them back, but as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.<br />
<br />
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.<br />
<br />
As of version .25 you can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.<br />
<br />
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.<br />
<br />
=== How do I keep my companions from running off after random wildlife? ===<br />
<br />
As of version 31.25, in unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the '''<nowiki>[AT_PEACE_WITH_WILDLIFE]</nowiki>''' to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.<br />
<br />
Animals.... You either love them and they love you, or they must die a horrible death right now.<br />
<br />
=Version Changes=<br />
<br />
==Changes from 40d==<br />
<br />
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.<br />
<br />
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them - even if you find your way back to the general vicinity of the entrance, you cannot fast-{{K|T}}ravel away until you are outside. If you can make your way underneath a Human village, however, you may be able to Travel directly to the surface.<br />
<br />
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.<br />
<br />
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-----ly tough/strong/agile at start.<br />
<br />
"Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the "stuck-in" attack.<br />
<br />
Human towns have only bronze weapons and armor, and large clothing.<br />
<br />
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.<br />
<br />
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}<br />
<br />
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.<br />
<br />
== Changes in 0.31.17 ==<br />
When generating an adventurer you now have points to assign to {{L|attribute}}s as well as to skills. You can reduce unwanted attributes down to 1 to get more points for other attributes.<br />
<br />
The travel-mode map is now more zoomed-in than before. To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.<br />
<br />
The bar at the top of the travel-mode screen shows the position of the sun, giving you an easy indication of how much daylight is left.<br />
<br />
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}. If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters. Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this. Ambushes will also not be initiated when you are staying on a beach or mountain, but ones that have already started will continue even if you enter such an area.<br />
<br />
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)). When in a town or hamlet clusters of buildings will be marked as ■ in the mini-map in the lower-left hand corner. Only towns have shops, which appear as yellow ■ in both the travel map and the mini-map.<br />
<br />
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests. Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.<br />
<br />
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.<br />
<br />
Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.<br />
<br />
=See Also=<br />
*[[Adventure Mode quick reference]]<br />
*[[DF2010:Adventure mode quick start|quick start guide]]<br />
<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&diff=151949v0.31:Adventurer mode2011-07-31T23:59:37Z<p>Coaldiamond: Added info on aimed attacks based on personal experience.</p>
<hr />
<div>{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}} <br />
<br />
<br />
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the {{L|Adventure mode quick start|Adventure Mode Quickstart Guide}}.<br />
:''See {{L|Adventure Mode quick reference}} to quickly look up key commands.<br />
<br />
<br />
In '''adventurer mode''' (also called "adventure mode") you create a single adventurer ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) who starts out somewhere in one of your generated worlds. You can receive {{L|quest}}s, venture into the wilderness to find {{L|cave}}s, shrines, lairs, abandoned towers, and other {{L|Site|towns and settlements}}. You can even visit your abandoned {{L|fortress}}es and find whatever riches were left to be guarded by the {{L|creature}}s that sealed their fate.<br />
<br />
Unlike {{L|fortress mode}}, adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.<br />
<br />
<br />
=World Selection=<br />
<br />
You can play Adventurer mode in any world that has a civilization with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses."<br />
<br />
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.<br />
<br />
=Character Creation=<br />
<br />
==Race and Civilization==<br />
<br />
Any race with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token is playable in adventure mode. In an unmodded game this means {{L|Dwarves}}, {{L|Elves}}, and {{L|Human|Humans}}. All three races can complete the same quests.<br />
<br />
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.<br />
<br />
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the {{L|Entity_token#Gameplay|INDIV_CONTROLLABLE}} token to the race's entity definition. <br />
<br />
*'''Dwarves''' have the advantage of being able to go into a {{L|Martial trance|martial trance}} when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) must be wielded two-handed by dwarves, due to their size.<br />
<br />
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.<br />
<br />
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}<br />
<br />
== Status ==<br />
<br />
Determines the number of starting skill and attribute points, which does not change based on race:<br />
*'''Peasant:''' 15 attribute, 35 skill<br />
*'''Hero:''' 35 attribute, 95 skill<br />
*'''Demigod:''' 105 attribute, 161 skill<br />
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.<br />
<br />
== Starting Attributes ==<br />
<br />
{{L|Attribute|Attributes}} are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.<br />
<br />
=== Body ===<br />
<br />
*'''Strength''' - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.<br />
*'''Agility''' - This attribute is directly related to a character's Speed and is also used in combat skills.<br />
*'''Toughness''' - Reduces physical damage. Also relates to defensive combat skills.<br />
*'''Endurance''' - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.<br />
*'''Recuperation''' - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.<br />
*'''Disease Resistance''' - Reduces the risk of disease. It isn't clear how useful this currently is in adventurer mode.<br />
<br />
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent. <br />
<br />
=== Soul ===<br />
<br />
Some of these are useful for adventure-mode-applicable skills, but some are totally useless.<br />
<br />
*'''Analytical Ability''' - Useful for certain crafting skills, the only one currently being Knapping.<br />
*'''Focus''' - Affects Archer, Ambusher, Observer.<br />
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.<br />
*'''Creativity''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.<br />
*'''Intuition''' - Only helps with Observer.<br />
*'''Patience''' - Currently useless.<br />
*'''Memory''' - Appears to be useless.<br />
*'''Linguistic Ability''' - Currently useless because adventurers don't have social skills. (much like the players *ba dum tish*)<br />
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.<br />
*'''Musicality''' - Completely useless as of yet.<br />
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping, <br />
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}<br />
*'''Social Awareness''' - Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.<br />
<br />
=== Attribute Advancement Cap ===<br />
<br />
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demi-god adventurers will always have a much higher potential for advancement than mere peasants and heroes.<br />
<br />
== Starting Skills ==<br />
<br />
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting {{L|skill}}s, as well as ones not available at character creation, can be improved through use in game.<br />
<br />
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see {{L|Combat skill}}. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.<br />
<br />
=== Weapon ===<br />
<br />
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill.<br />
<br />
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.<br />
<br />
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).<br />
<br />
*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.<br />
*'''Bowman''' - skill allows characters to use bows more effectively.<br />
*'''Crossbowman''' - allows characters to use crossbows more effectively. The dwarven version is called '''Marksdwarf'''.<br />
*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.<br />
*'''Knife User''' - allows characters to use large daggers and knives more effectively.<br />
*'''Lasher''' - allows characters to use whips and scourges more effectively.<br />
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.<br />
*'''Pikeman''' - allows characters to use pikes more effectively.<br />
*'''Spearman''' - allows characters to use spears more effectively.<br />
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.<br />
<br />
=== General Combat ===<br />
<br />
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.<br />
<br />
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.<br />
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.<br />
<br />
=== Defensive ===<br />
<br />
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.<br />
<br />
*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.<br />
*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.<br />
*'''Dodger''' - Ability to dodge out of the way of attacks.<br />
<br />
=== Unarmed Combat and Improvised Weapons ===<br />
<br />
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.<br />
<br />
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.<br />
*'''Striker''' - Punching ability.<br />
*'''Kicker''' - Kicking ability.<br />
*'''Biter''' - Biting ability.<br />
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.<br />
*'''Misc. Object User''' - Ability to beat things to death with their own severed body parts, basically. Also somewhat more commonly used for shield bashing.<br />
<br />
=== Movement and Awareness ===<br />
<br />
*'''{{L|Observer}}''' - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.<br />
*'''{{L|Swimmer}}''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.<br />
*'''{{L|Ambusher}}''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.<br />
<br />
=== Crafting ===<br />
<br />
These allow your character to create things. There is only one skill currently available in an unmodified game.<br />
<br />
*'''Knapper''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.<br />
<br />
There is also Butchering, but you can't allocate points to that at creation time.<br />
<br />
<br />
= Gameplay =<br />
<br />
== Common UI Concepts ==<br />
{{KeyConventions|3}}<br />
<br />
== Moving Around ==<br />
<br />
=== Local Movement ===<br />
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Move<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Move<br />
|-<br />
| {{k|Alt}} and a direction key<br />
| Move carefully / Deliberately enter dangerous terrain<br />
|-<br />
| {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)<br />
| Ascend<br />
|-<br />
| {{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)<br />
| Descend<br />
|-<br />
| {{k|.}}<br />
| Wait for a step<br />
|-<br />
| {{k|s}}<br />
| Stand or lie down<br />
|-<br />
| {{k|S}}<br />
| Sneak<br />
|}<br />
<br />
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character. In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet. The ▐ symbols are small collections of buildings. <br />
<br />
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.<br />
<br />
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.<br />
<br />
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.<br />
<br />
Use {{k|s}} to sit/lay down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.<br />
<br />
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around.<br />
<br />
=== Fast Travel ===<br />
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] <br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|T}}<br />
| Fast Travel<br />
|-<br />
| {{k|>}}<br />
| Exit fast travel mode<br />
|}<br />
<br />
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.<br />
<br />
See the {{L|Map legend}} for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.<br />
<br />
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X". When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).<br />
<br />
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.<br />
<br />
While in the fast travel screen you can:<br />
<br />
* {{k|c}} - Display/hide clouds/weather<br />
* {{k|m}} - Display/hide the regional map on the right<br />
* {{k|Q}} - Display the Quest log<br />
* {{k|Z}} - Display the sleep menu<br />
<br />
Other commands are not available until you exit fast travel with {{k|>}}.<br />
<br />
== Status and Information ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|}<br />
<br />
=== Looking Around ===<br />
<br />
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.<br />
<br />
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.<br />
<br />
=== Messages ===<br />
<br />
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.<br />
<br />
=== Status Screen ===<br />
<br />
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.<br />
<br />
=== Saving the Game ===<br />
<br />
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.<br />
<br />
<br />
== Searching and Manipulating ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|}<br />
<br />
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts.<br />
<br />
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.<br />
<br />
<br />
== Managing Equipment ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|i}}<br />
| Show Inventory<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|g}}<br />
| Get (pickup) an item off the ground<br />
|-<br />
| {{k|p}}<br />
| Put an item into a container<br />
|-<br />
| {{k|r}}<br />
| Remove an item you are wearing or from a container<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)<br />
|}<br />
<br />
=== Inventory ===<br />
<br />
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck in your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.<br />
<br />
=== Getting/Dropping Things ===<br />
<br />
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.<br />
<br />
=== Containers ===<br />
<br />
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.<br />
<br />
=== Wearing ===<br />
<br />
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.<br />
<br />
After acquiring {{L|armor}} from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
<br />
See {{L|Armor}} for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.<br />
<br />
=== Wielding ===<br />
<br />
There is no command for wielding items such as {{L|Weapon}}s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapon}}s or {{L|shield}}s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
<br />
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand.<br />
<br />
=== Advanced Interaction ===<br />
<br />
The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games.<br />
<br />
<br />
== Time and Weather ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|D}}<br />
| Date/Time<br />
|-<br />
| {{k|P}}<br />
| Temperature<br />
|-<br />
| {{k|W}}<br />
| Weather<br />
|}<br />
<br />
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.<br />
<br />
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day. <br />
<br />
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.<br />
<br />
The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.<br />
<br />
Weather can also reduce visibility.<br />
<br />
== Sleep ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. <br />
<br />
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]]. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)('''NOTE''': You can disable boogeymen by going into advanced world builder and setting "Number of Night creatures" to 0)<br />
<br />
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then [[bogeymen]] won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.<br />
<br />
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.<br />
<br />
== Food and Drink ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|}<br />
<br />
'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.<br />
<br />
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox). You will almost certainly end up covered in blood. You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works. The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.<br />
<br />
== Combat ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|A}} then {{k|Enter}}<br />
| Wrestle an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
{{L|Combat}} is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.<br />
<br />
=== Melee Attacks ===<br />
<br />
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.<br />
<br />
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}.<br />
<br />
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.<br />
<br />
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. <br />
<br />
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.<br />
<br />
=== Ranged Attacks ===<br />
<br />
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact.<br />
<br />
It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
<br />
=== Wrestling and Unarmed Attacks ===<br />
<br />
:''Main article: {{L|Wrestling}}''<br />
<br />
'''{{L|Wrestling}}''' (grappling) can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.<br />
<br />
For a detailed list of moves such as takedowns, throws, choke holds, etc, see {{L|Wrestling}}.<br />
<br />
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|Shift}}+{{k|A}}.<br />
<br />
=== Weapons ===<br />
<br />
{{L|Weapon}}s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.<br />
<br />
=== Wounds ===<br />
<br />
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this.<br />
<br />
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.<br />
<br />
=== Combat Preferences ===<br />
<br />
At any time during gameplay (Except travel mode), you can press {{k|Shift}}+{{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:<br />
<br />
*'''{{k|a}}ttack'''<br />
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.<br />
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.<br />
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.<br />
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it.<br />
<br />
*'''{{k|d}}odge'''<br />
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting at really tight spaces, you might want to switch it off.<br />
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.<br />
<br />
*'''{{k|c}}harge Defense'''<br />
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.<br />
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.<br />
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.<br />
<br />
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.<br />
<br />
== Talking ==<br />
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<br />
|}<br />
<br />
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.<br />
<br />
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.<br />
<br />
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:<br />
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.<br />
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.<br />
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as "in 123 Urist McSucker founded Boatmurdered". This can be selected repeatedly to reveal multiple facts about the area.<br />
*'''Capital''' - Ask where the capital of the current civilization is. As with the '''Surroundings''' topic, a random bit of the capitol's history will also be given.<br />
*'''Service''' - Ask for a [[#Quests|quest]].<br />
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as "How I long for some excitement in my life..".<br />
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like Surroundings this can also reveal bits of information about history such as "Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Flames of Burninating the Dragon."<br />
*'''Report success/accomplishments''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Basically everyone is telepathic and doesn't want to hear the same story again.<br />
*'''Goodbye''' - End the conversation.<br />
<br />
Sometimes other options may also appear. Experiment with them and see what happens.<br />
<br />
<br />
== Companions ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|c}}<br />
| View companion interface<br />
|}<br />
<br />
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.<br />
<br />
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.<br />
<br />
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)<br />
<br />
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you.<br />
<br />
== Civilization ==<br />
<br />
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.<br />
<br />
=== Towns ===<br />
<br />
Humans live in towns comprised of buildings and often a paved road. Human villages are highly modular. The small 5x5 buildings are citizen houses and shops.<br />
<br />
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.<br />
<br />
Once you find a building, step through the door. It should have multiple U's, each of which is a human.<br />
<br />
=== Fortresses ===<br />
<br />
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|>}}, and walk toward the direction of the fortress.<br />
<br />
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.<br />
<br />
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord.<br />
<br />
=== Other Sites ===<br />
<br />
'''Note:''' As of version .25, only humans have civilization sites.<br />
<br />
Elves live out in the forest, literally. Although defined to specific regions on the map, they have no structural wealth whatsoever. Some trees are named.<br />
<br />
Dwarves live underground. Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom. The main halls are wide and have pillars near the walls, long and occasionally turn corners. Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable. There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses. It's obvious the computer is playing a completely different game than you are in {{L|Fortress mode}}!<br />
<br />
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up. One could be a "tower," one could be an over-glorified "basement." There is probably a temple nearby, completely similar to human temples. Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends. Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors. They seem to have lots of children.<br />
<br />
You may come across what the map defines as a "Goblin" city that is actually populated by Humans or Dwarves living in or around the towers.<br />
<br />
=== Shops ===<br />
<br />
==== Trading (barter) ====<br />
In human towns (not hamlets or castles), you can find {{L|building|shops}}. Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.<br />
<br />
After buying an item, you must pick it up manually from somewhere in the shop. {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.<br />
<br />
Due to some limitations, there are only "human town" shopkeepers in a pre-fab Adventure mode civilization.<br />
<br />
====Theft====<br />
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.<br />
<br />
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.<br />
<br />
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''<br />
<br />
==== Selling and buying with money ====<br />
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop. Just select the items you want to sell or buy, and then set a price using the following format:<br />
* {{k|a}} asking for all of the shop's money (will be 9000☼ if you have not yet bought from or sold to that shop)<br />
* {{k|s}} +100☼<br />
* {{k|d}} +10☼<br />
* {{k|f}} +1☼<br />
* {{k|g}} reset to 0☼<br />
* {{k|h}} -1☼ (offering)<br />
* {{k|j}} -10☼<br />
* {{k|k}} -100☼<br />
* {{k|l}} offer all of your money<br />
<br />
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.<br />
<br />
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. One turn after the trade session ends, the balance of your coins will appear on a small table next to a chest.<br />
<br />
====Managing coins====<br />
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.<br />
<br />
A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.<br />
<br />
==== Where to get items to sell ====<br />
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits. You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.<br />
<br />
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.<br />
<br />
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.<br />
<br />
== Quests ==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Q}}<br />
| Adventure (Quest) log (tasks, map, et cetera...)<br />
|}<br />
<br />
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log). The world map is on the left, with your current location highlighted by a blinking "O", while on the right is the list of your quests. You can select a quest and press {{K|z}} to find the location of the quest site: the blinking "O" will move to the quest site, with a green line drawing the path you need to take. Pressing {{K|m}} will tell you the species of the monster you're supposed to kill. You can also use the arrow keys to move the "O" around to examine the surrounding terrain and sites.<br />
<br />
Note that once you complete a quest that you can report your success to ''any'' human. Once you tell one human, everyone in the same civilization will know about it. The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.<br />
<br />
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|>}}. In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side. At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and "TSK" to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.<br />
<br />
Once you get to the quest site, you'll be unable to enter it when using quick travel mode. Attempting to do so will give the message "You cannot travel through the [site]". You must exit quick travel mode by pressing {{K|>}} and move the rest of the way using the normal movement mode. The box in the upper left-hand corner will tell you the direction to go. When you complete the quest the "TSK" will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show "Report Death of ..." instead of "Kill ...". You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you "You cannot travel until you leave this site".)<br />
<br />
<br />
==Crafting==<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|x}}<br />
| Perform action (butcher, create item...)<br />
|}<br />
<br />
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. <br />
<br />
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''<br />Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.<br />
<br />
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.<br />
<br />
These are the only reactions possible in an unmodified game though others can be added through modding.<br />
<br />
<br />
== FAQ ==<br />
<br />
===How do I get past NPCs which are in my way?===<br />
Press {{K|s}} to sit, then move to crawl between their legs. Once you're done press {{K|s}} to stand again.<br />
<br />
===How do I find an entrance to the underworld?===<br />
As of version 0.31.17, quest monsters no longer live in caves, so you can't find caves by asking for quests. Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave. If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.<br />
<br />
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===<br />
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.<br />
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.<br />
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.<br />
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.<br />
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.<br />
* Follow the advice under [[#Combat Preferences|Combat Preferences]].<br />
<br />
===How can I obtain armor as quickly as possible?===<br />
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, et al, with that civ):<br />
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.<br />
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.<br />
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.<br />
* Pick companions with good equipment so you can "inherit" it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble.<br />
<br />
<div id="powerleveling"></div><br />
<br />
===How do I increase my skills and attributes? (powerleveling)===<br />
<br />
Here are some techniques for raising your skills, very rapidly in some cases.<br />
<br />
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Macro]] to make entering the same sequence of keystrokes over and over again much easier.<br />
<br />
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[DF2010:Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.<br />
<br />
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats.<br />
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit and let it attack you to raise your defensive skills. If you have metal armor then a small animal like a gopher can't do any real damage to you even if it hits. Also change your {{K|C}}ombat preferences to "stand ground" to increase the amount of shield blocking you do, unless you want more dodging practice than shield practice. <br />
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.<br />
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Being able to throw objects at creatures, while not terribly devastating (In fact, it used to be. In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head. We can only hope the wambler survived.), can still come in handy. Since throwing also raises your archery skill, you can improve your aim with bows and crossbows by throwing, but it is also possible to improve bow/crossbow skills without wasting ammunition.<br />
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor in front of it. If bolts or arrows hit a wall that has a floor (or ground) in front of it on the same z-level the ammunition will be destroyed, however ''ammunition that falls at least one z-level after hitting a wall will remain intact.'' So, you just need to find something like a hill inside a castle, stand on the hill, then shoot at the wall on the same z-level that you're on. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then go pick up the arrows and fire them at the wall from the hill again, ad infinitum. You can also stand next to a wall that's at least 2 z-levels high, then shoot up a z-level at the wall by hitting {{k|<}} after you hit {{k|f}}. How ever you decide to do it, the key is that the arrow needs to be able to fall at least one z-level after it hits a wall in order to remain intact. Using a macro will speed this up greatly.<br />
*'''Ambushing and Swimming''' - When approaching a camp or other site, you may want to use {{k|S}} to sneak in and loot any loose items first. While it's very slow, you can sneak over large distances instead of using fast travel in order to increase your sneaking skill (Ambushing). It's also possible to sneak and swim at the same time, so training these things can be combined. Just make sure you '''start with at least Novice in swimming''' or you will find it practically impossible to train swimming.<br />
*'''Observer''' - You can't really powerlevel this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. The only apparent way to train this skill currently appears to be sleeping or walking around in the wilderness, repeatedly getting ambushed. Running away from the ambush, if you can, will probably allow you to repeat this cycle faster if you live.<br />
*'''Spatial and Kinesthetic Sense''' - Sharpening rocks with {{k|x}} will improve your Knapping skills, but more importantly, raising these skills with raise your Spatial Sense and Kinesthetic Sense attributes which help with a number of other skills. This can be combined with throwing, using a macro, to keep your inventory from filling up.<br />
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.<br />
<br />
===I managed to escape but my limbs are chopped off. Now what?===<br />
<br />
It's just a fleshwound!<br />
<br />
Unfortunately (as of .25) there's currently no way to get them back, but as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.<br />
<br />
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.<br />
<br />
As of version .25 you can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.<br />
<br />
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.<br />
<br />
=== How do I keep my companions from running off after random wildlife? ===<br />
<br />
As of version 31.25, in unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the '''<nowiki>[AT_PEACE_WITH_WILDLIFE]</nowiki>''' to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.<br />
<br />
Animals.... You either love them and they love you, or they must die a horrible death right now.<br />
<br />
=Version Changes=<br />
<br />
==Changes from 40d==<br />
<br />
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.<br />
<br />
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them - even if you find your way back to the general vicinity of the entrance, you cannot fast-{{K|T}}ravel away until you are outside. If you can make your way underneath a Human village, however, you may be able to Travel directly to the surface.<br />
<br />
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.<br />
<br />
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-----ly tough/strong/agile at start.<br />
<br />
"Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the "stuck-in" attack.<br />
<br />
Human towns have only bronze weapons and armor, and large clothing.<br />
<br />
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.<br />
<br />
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}<br />
<br />
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.<br />
<br />
== Changes in 0.31.17 ==<br />
When generating an adventurer you now have points to assign to {{L|attribute}}s as well as to skills. You can reduce unwanted attributes down to 1 to get more points for other attributes.<br />
<br />
The travel-mode map is now more zoomed-in than before. To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.<br />
<br />
The bar at the top of the travel-mode screen shows the position of the sun, giving you an easy indication of how much daylight is left.<br />
<br />
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}. If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters. Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this. Ambushes will also not be initiated when you are staying on a beach or mountain, but ones that have already started will continue even if you enter such an area.<br />
<br />
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)). When in a town or hamlet clusters of buildings will be marked as ■ in the mini-map in the lower-left hand corner. Only towns have shops, which appear as yellow ■ in both the travel map and the mini-map.<br />
<br />
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests. Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.<br />
<br />
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.<br />
<br />
Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.<br />
<br />
=See Also=<br />
*[[Adventure Mode quick reference]]<br />
*[[DF2010:Adventure mode quick start|quick start guide]]<br />
<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Graphics_set_repository&diff=151948v0.31:Graphics set repository2011-07-31T23:20:28Z<p>Coaldiamond: /* Coaldiamond's DF+ Graphics Pack */</p>
<hr />
<div>{{quality|Exceptional|08:55, 31 July 2010 (UTC)}}{{av}} <br />
<br />
==18x18 square graphics sets==<br />
===Ironhand and Wormslayer's Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Ironhandtileset.png|270px]]<br/>[[Image:IronhandDwarves.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]<br />
| author = Ironhand and Wormslayer<br />
| sprite = 18&times;18<br />
| resolution = 1440x450<br />
| current version = 0.57<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
==16×16 square graphics sets==<br />
===Phoebus' Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Phoebus_16x16.png]]<br />
[[Image:Phoebus_Dwarves.png]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=57557.0 Official Forum Thread]<br />
| author = Phoebus<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.31.25v05<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
===Chariot's Full Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Chariot_dwarves.PNG]]<br/>[[Image:Chariot_animals.PNG]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=1202 DFFD Link]<br />
| author = [[User:Chariot|Chariot]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.97<br />
| df compatible = 0.31.06<br />
| installation = Instructions in link<br />
| comments = Last updated: June 9th, 2010<br />
}}<br />
<br />
===Cyster's Dwarven Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves_cyster.png]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2086 DFFD Link]<br />
| author = [[User:Cyster|Cyster]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 1.0<br />
| df compatible = 0.31.03<br />
| installation = Instructions in link.<br />
| comments = Last updated: April 12, 2010<br />
Dwarven graphics set only, stand-alone -- no pre-packaged version currently available.<br />
}}<br />
<br />
===Mayday's Graphic Set===<br />
{{GraphicsSet<br />
| image = [[Image:DFG13.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53649.0 Official Forum Thread]<br />
| author = [[User:Mikemayday|Mikemayday]]<br />
| sprite = 16&times;16<br />
| resolution = 1280 horizontal<br />
| current version = 31_25<br />
| df compatible = 0.31.25<br />
| installation = All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles<br />
| comments = Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).<br />
}}<br />
for linux and mac, there's now an install script out there which applies a diff to the current DF installation, see http://github.com/rofl0r/df-mayday. it worked with 0.31.25 on linux.<br />
the way it works is a diff file with a little context, so it can in theory be applied to any new DF version, as long as the raws aren't changed too heavily. the diff file used didn't need a single change in .14-.25.<br />
additionally, it automatically fixes accented characters used in names, to look better with the tileset.<br />
<br />
===Geoduck's 16x16 Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample16.png|192px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress16.html Geoduck's Dwarf Fortress 16x16 page]<br />
| author = Geoduck<br />
| sprite = 16&times;16<br />
| resolution = 1024&times;768 or higher<br />
| current version = 1.0<br />
| df compatible = 0.31.25<br />
| installation = Instructions at download site<br />
| comments = Last updated: May 04, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine compactness with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but originally inspired in part by PTTG's graphics set for .40d.}}<br />
<br />
==14×16 non-square graphics sets==<br />
===Deep Qantas: Expanded===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves2_dqe.png]]<br/>[[Image:Standard_dqe.png]]<br />
| download link = [http://www.bay12games.com/forum/index.php?topic=53471.0 The Forum Thread]<br />
| author = (Deep Qantas, Dystopian Rhetoric),[[User:Stele007|Stele007]]<br />
| sprite = 14&times;16<br />
| resolution = 1120&times;400<br />
| current version = 1.52<br />
| df compatible = 0.31.03<br />
| installation = Comes pre-installed or available to copy to raw and savegame raw folders<br />
| comments = Last updated: April 13th, 2010<br />
Expands the original Deep Qantas tileset. Adds more creatures, animals, and professions for other races. Uses Dystopian Rhetoric set for unfinished tiles<br />
}}<br />
<br />
==12×12 square graphics sets==<br />
===Geoduck's 12x12 Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample01.png|144px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress.html Geoduck's 12x12 Dwarf Fortress page]<br />
| author = Geoduck<br />
| sprite = 12&times;12<br />
| resolution = 1024&times;768<br />
| current version = 2.4<br />
| df compatible = 0.31.21<br />
| installation = Instructions at download site<br />
| comments = Last updated: March 19, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.<br />
}}<br />
<br />
==8×12 non-square graphics sets==<br />
===Coaldiamond's DF+ Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:DF+Reposit.png|270px]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2533 Dwarf Fortress Plus]<br />
| author = [[User:Coaldiamond|Coaldiamond]]<br />
| sprite = 8&times;12<br />
| resolution = (small window: 640&times;300), (full screen: 1280&times;1020)<br />
| current version = 1.3<br />
| df compatible = 0.31.25<br />
| installation = None needed. Just [http://dffd.wimbli.com/file.php?id=2533 download], unzip, and enjoy. <br />
| comments = Last updated: 10th of April, 2011<br />
[[User:Coaldiamond|Screen caps!]] <br /> Dwarf Fortress Plus Repack also includes the latest version of Dwarf Therapist and the Stonesense isometric viewer (both compatible with v0.31.25). You may also prefer to grab the [http://dffd.wimbli.com/file.php?id=2839 DF+ graphics only] files, if you feel confident about doing the setup on your own. This graphic set is an update to the classic graphics pack created by Plac1d, whose graphics reminded me of playing Colonization and Civilization II. I've created content and updates to accommodate the changes made in DF2010. Starting resolution is 640x300 pixels wide, but you can maximize the window and zoom in x4 for a crisp, close up view. <br />
}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&diff=148000v0.31:Melt item2011-04-29T14:11:38Z<p>Coaldiamond: redlinks! y u not blue?</p>
<hr />
<div>{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}<br />
You can '''melt''' items at a {{L|smelter}}, using the {{L|furnace operator}} labor, to recover some of the {{L|metal}} they were made of. {{L|Decoration}}s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.<br />
<br />
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted. Fractional bars are not "shared" between smelters, nor do they exist as usable objects as is. When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced. If the smelter is torn down or destroyed, all fractions are lost.<br />
<br />
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. <br />
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. <br />
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter. <br />
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).<br />
<br />
So, it's recommended that you designate one smelter as your "melting" smelter (or one/metal type), to guarantee that fractions will add up effectively.<br />
<br />
==Designating items to melt==<br />
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the {{L|Stocks}} page or the Loo{{k|k}} interface. <br />
<br />
To bring up a individual object description screen when the object is:<br />
:* On the '''ground''': Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.<br />
:* In a '''workshop''': Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.<br />
:* '''Held''' by a dwarf: Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.<br />
:* Inside another object: Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.<br />
:* In the '''stocks''' menu: Type {{k|z}}, hit right-direction a few times to select "stocks" and press return. Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work. See {{L|Bookkeeper}} for how to get this), scroll to the specific object, and type {{k|v}} to view.<br />
<br />
To designate the item, simply type {{k|m}} to mark the object for melting. If the item is designated for melting and {{L|forbidden}} then the item will '''not''' be melted.<br />
<br />
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...<br />
<br />
==Melting the items==<br />
Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a {{L|Smelter}}. Melting down an object requires the {{L|Furnace operator}} labor (and consumes a unit of {{L|fuel}} for a non-magma smelter).<br />
<br />
The job gives the same experience to the {{L|furnace operator}} skill regardless of % yield of the item melted.<br />
<br />
==Yield==<br />
For every unit of {{L|material size}} an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are "stored" at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or {{L|alloy}} melted.<br />
<br />
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others. Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option. An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.<br />
<br />
====Melting armor & weapons====<br />
<br />
Fortresses will often accumulate armor and/or weapons that they don't need, either from {{L|invader}}s, from {{L|caravan}}s ''(with or without {{L|trade|trading}} for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.<br />
<br />
Rather than let these gather dust or {{L|trade}} them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.<br />
<br />
::{|cellpadding="2" border="1" class="sortable"<br />
! Armor <br />Item <br /> melted!! Percent <br />Return !! Absolute<br /> Return<br /> (in bars)<br />
|-<br />
| {{L|Armor#Headgear|cap}} || 10% || .1<br />
|-<br />
| {{L|Armor#Headgear|helm}} || 20% || .2<br />
|-<br />
| {{L|Armor#Upper Body|chain armor}} || 30% || .6*<br />
|-<br />
| {{L|Armor#Upper Body|plate armor}} || 30% || .9*<br />
|-<br />
| {{L|Armor#Hands|gauntlet}} || 20% || .2<br />
|-<br />
| {{L|Armor#Lower Body|leggings}} || 50% || .5<br />
|-<br />
| {{L|Armor#Lower Body|greaves}} || 30% || .6*<br />
|-<br />
| {{L|Armor#Foot Protection|high boot}} || 20% || .2<br />
|-<br />
| {{L|Armor#Foot Protection|low boot}} || 10% || .1<br />
|-<br />
| {{L|Armor#Shield|shield}} || 40% || .4<br />
|-<br />
| {{L|Armor#Shield|buckler}} || 20% || .2<br />
|-<br />
|}<br />
:''(* Note that these items take more than 1 bar to make initially.)''<br />
::{|cellpadding="2" border="1" class="sortable"<br />
! Weapon<br />melted!! Return<br />(in bars)<br />
|-<br />
| large dagger, whip || .1<br />
|-<br />
| blowgun, scourge || .2<br />
|-<br />
| bow, crossbow, mace, scimitar,<br /> short sword, spear, war hammer || .3<br />
|-<br />
| battle axe, flail, longsword,<br /> pick, pike || .4<br />
|-<br />
| great axe, halberd, <br />two-handed sword || .5<br />
|-<br />
| stack of # arrows, bolts || # /100, rounded up*<br />
|-<br />
|}<br />
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4. A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars. You could "create" metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' <br />
<br />
Due to the low return, many players opt to install weapons into {{L|weapon trap}}s instead, especially if the weapon is of any {{L|quality}}.''<br />
<br />
==== Training metalsmith skills / Maximizing return ====<br />
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*. If you are short on metal, producing items, melting them and re-producing them may be necessary. If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others. The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill. When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:<br />
<br />
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)<br />
<br />
<br />
:::{|cellpadding="2" border="1" class="sortable"<br />
! Skill<br /> to be <br />Trained!! Best <br />Percent <br /> Return !! Recommended <br />Item(s) <br />Melted<br />
|-<br />
<br />
| {{L|weaponsmith}}ing || 50%<sup>1</sup> || {{L|enormous corkscrew}}s,<br />{{L|giant axe blade}}s,<br />{{L|menacing spike}}s<br />
|-<br />
<br />
| {{L|armorsmith}}ing || 50% ||{{L|leggings}}<br />
|-<br />
<br />
| {{L|metal craft}}ing || 60% <br />(2/10 each)<sup>2</sup> || {{L|goblet}}<br />
|-<br />
<br />
| {{L|metal craft}}ing || 50% || {{L|chain}} <br />
|-<br />
<br />
| {{L|blacksmith}}ing || 50% || {{L|bucket}}<br />
|-<br />
|}<br />
<br />
:Notes:<br />
::1) Some {{L|other weapon}}s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.<br />
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar. <br />
<br />
<br />
===Buying items to melt===<br />
{{L|Merchant}}s will often offer metal items, metals that you might want but can't find or produce. This chart shows the {{L|Value#Items_with_both_material_and_quality|base value}} of a given item, without {{L|Value#Material_multipliers|material multiplier}}, and then a "cost" relative to its yield, so you know what the "best buys" are if you want (or are forced) to go down this road.<br />
<br />
For instance, a {{L|cap}} has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a "relative cost" of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar. ''(And it turns out, that's a pretty poor return on investment!)''<br />
<br />
:<nowiki>*</nowiki> ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''<br />
<br />
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal. For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet. So a {{L|copper}} (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a {{L|steel}} (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''<br />
<br />
Note also that {{L|quality}} and {{L|decorate}}d items can greatly increase the relative cost.<br />
<br />
::{|cellpadding="2" border="1" class="sortable"<br />
! Item <br /> Bought !! Base <br />Value !! Absolute <br /> Return !! Relative <br /> Cost/Bar<sup>1</sup><br />
|-<br />
| {{L|cap}} || 10 || .1 || 100<br />
|-<br />
| {{L|helm}} || 15 || .2 || 75<br />
|-<br />
| chain armor || 60 || .6 || 100<br />
|-<br />
| plate armor || 100 || .9 || 111<br />
|-<br />
| {{L|gauntlets|gauntlet}} || 15 || .2 || 75<br />
|-<br />
| {{L|leggings}} || 15 || .5 || 30<br />
|-<br />
| {{L|greaves}} || 30 || .6 || 50<br />
|-<br />
| high {{L|boot}} || 15 || .2 || 75<br />
|-<br />
| low {{L|boot}} || 15 || .1 || 150<br />
|-<br />
| {{L|shield}} || 15 || .4 || 37.5<br />
|-<br />
| {{L|buckler}} || 10 || .2 || 50<br />
|-<br />
| bow, crossbow, mace,<br /> scimitar, short sword,<br /> spear, war hammer || 10 || .3 || 33.3<br />
|-<br />
| battle axe, flail, <br />longsword, pick, pike || 10 || .4 || 25<br />
|-<br />
| great axe, halberd, <br />two-handed sword <br /> {{L|trap weapon}}s || 10 || .5 || 20<br />
|-<br />
| stack of 25 bolts, arrows || 25 || .3 || 83.3<br />
|-<br />
| {{L|cage}}<sup>2</sup> || 10 || 1.0 || 10<br />
|-<br />
| {{L|anvil}}<sup>3</sup> || 100 || 1.0 || 100<br />
|- <br />
| {{L|craft}}s || || || (poor, tbd)<br />
|- <br />
|}<br />
<br />
::Notes:<br />
:::1) You're ''buying'', so you want a ''low'' cost/bar.<br />
:::2) Cages are offered in only {{L|copper}}, {{L|lead}}, {{L|nickel}}, {{L|tin}}, or {{L|zinc}}. All {{L|furniture}} returns 1 bar for each item melted, but only cages are offered for trade.<br />
:::3) Anvils are offered in only {{L|iron}} or {{L|steel}}.<br />
<br />
Your top "best buys" for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is "too expensive" is up to you and how badly you need that metal, and how much how fast.<br />
<br />
{{Category|Jobs}}<br />
{{Category|Items}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&diff=147999v0.31:Technical tricks2011-04-29T13:56:08Z<p>Coaldiamond: Provided personal experience for changing init options.</p>
<hr />
<div>{{quality|Exceptional|01:58, 26 August 2010 (UTC)}}{{av}}<br />
<br />
== Overview ==<br />
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.<br />
<br />
== Locating your configuration file ==<br />
The configuration files are in the data\init folder of the directory that you installed Dwarf Fortress to.<br />
<br />
== Editing the configuration file ==<br />
You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is Editplus or TextPad.<br />
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.<br />
<br />
== Settings - init.txt ==<br />
<br />
=== Sound ===<br />
*[SOUND:ON]<br />
Change the argument from "ON" to "OFF" to completely remove sound and music from the game. If this is "OFF", it will not be possible to change the volume from the in game options menu.<br />
<br />
*[VOLUME:255]<br />
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.<br />
<br />
=== Intro Movie ===<br />
*[INTRO:YES]<br />
Change the argument from "YES" to "NO" to turn off the intro movie. <br />
<br />
=== Window ===<br />
*[WINDOWED:PROMPT]<br />
Changes the window mode that Dwarf Fortress runs in. If this is "PROMPT" the game will ask you if you want to run in windowed or fullscreen mode. If this is "NO" the game will be fullscreen with no prompt, and if this is "YES" the game will be in windowed mode with no prompt.<br />
<br />
*[WINDOWEDX:80]<br />
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.<br />
<br />
*[WINDOWEDY:25]<br />
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.<br />
<br />
*[FONT:curses_640x300.png]<br />
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.<br />
<br />
*[RESIZABLE:YES]<br />
Can be "YES" or "NO". If this is "YES" you can resize the window while Dwarf Fortress is running.<br />
<br />
*[TOPMOST:NO]<br />
If this is set to "YES", the window is kept above all other windows.<br />
<br />
=== Fullscreen ===<br />
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either "NO", or "PROMPT" and the fullscreen option is chosen.<br />
<br />
*[FULLSCREENX:0]<br />
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.<br />
<br />
*[FULLSCREENY:0]<br />
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.<br />
<br />
*[FULLFONT:curses_800x600.png]<br />
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.<br />
<br />
*[BLACK_SPACE:YES]<br />
If this is "NO", tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is "YES", the extra space around the grid is filled with black space and the tiles are left unstretched.<br />
<br />
=== Graphics ===<br />
*[GRAPHICS:NO]<br />
Can be "YES" or "NO". If this is "YES", Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to [[Graphics_set_repository|creature graphics]].<br />
<br />
*[GRAPHICS_WINDOWEDX:0]<br />
The window width used when Dwarf Fortress is in windowed mode.<br />
<br />
*[GRAPHICS_WINDOWEDY:0]<br />
The window height used when Dwarf Fortress is in windowed mode.<br />
<br />
*[GRAPHICS_FONT:curses_square_16x16.png]<br />
The [[Tileset_repository|font]] used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is "YES".<br />
<br />
*[GRAPHICS_FULLSCREENX:0]<br />
The width of the screen used by Dwarf Fortress if in fullscreen mode.<br />
<br />
*[GRAPHICS_FULLSCREENY:0]<br />
The height of the screen used by Dwarf Fortress if in fullscreen mode.<br />
<br />
*[GRAPHICS_FULLFONT:curses_square_16x16.png]<br />
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is "YES".<br />
<br />
*[GRAPHICS_BLACK_SPACE:YES]<br />
If this is "NO", tiles are stretched to fit window in the case of a resolution mismatch. If this is "YES", the extra space is filled with black space and the tiles are left unstretched.<br />
<br />
=== Video Card Options ===<br />
<br />
*[PRINT_MODE:2D]<br />
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are "2D", "2DSW", "2DASYNC", "STANDARD", "TEXT", "ACCUM_BUFFER", "FRAME_BUFFER", "VBO" and "PARTIAL". A technical description of what these do can be found [http://www.bay12forums.com/smf/index.php?topic=63667.msg1478550#msg1478550 in this post].<br />
"PARTIAL" print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.<br />
"TEXT" is only available on Macintosh and Linux.<br />
<br />
*[SINGLE_BUFFER:NO]<br />
If this is "NO" Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is "YES", double buffering is turned off.<br />
<br />
*[ARB_SYNC:NO]<br />
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.<br />
<br />
*[VSYNC:NO]<br />
If this is set to "YES", when Dwarf Fortress redraws the screen it will wait for the monitor to finish it's vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to "YES" is if tearing of the game image occurs regularly for you.<br />
<br />
*[TEXTURE_PARAM:LINEAR]<br />
Can be either "LINEAR" or "NEAREST". If it is "NEAREST", the texture values use the nearest pixel value without averaging. If it is "LINEAR", the texture values use the average of the adjacent pixels. In terms of what the two options do to the graphics, the "LINEAR" option will appear to blur adjacent pixels and can result in a fuzzy appearance. The "NEAREST" option will produce a sharp, pixelated look but may result in images looking clipped at some different screen resolutions.<br />
<br />
=== FPS ===<br />
*[FPS:NO]<br />
If this is "YES" a FPS counter is displayed on the top left corner.<br />
<br />
*[FPS_CAP:100]<br />
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.<br />
<br />
*[G_FPS_CAP:50]<br />
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.<br />
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.<br />
<br />
=== Priority ===<br />
*[PRIORITY:NORMAL]<br />
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are "REALTIME", "HIGH", "ABOVE_NORMAL", "NORMAL", "BELOW_NORMAL" and "IDLE".<br />
<br />
=== Game Options ===<br />
*[ZOOM_SPEED:10]<br />
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.<br />
<br />
[RECENTER_INTERFACE_SHUTDOWN_MS:0]<br />
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.<br />
<br />
[COMPRESSED_SAVES:YES]<br />
Change this to "NO" if you want to leave save uncompressed. If "YES", saves are compressed in the .zip format to save space.<br />
<br />
=== Mouse ===<br />
*[MOUSE:YES]<br />
Determines if the game accepts mouse input.<br />
<br />
*[MOUSE_PICTURE:NO]<br />
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.<br />
<br />
=== Keyboard ===<br />
*[KEY_HOLD_MS:250]<br />
The number of milliseconds before holding a key causes it to be repeated.<br />
<br />
*[KEY_REPEAT_MS:150]<br />
The number of milliseconds between consecutive repetitions of a held key.<br />
<br />
*[KEY_REPEAT_ACCEL_LIMIT:8]<br />
*[KEY_REPEAT_ACCEL_START:10]<br />
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.<br />
<br />
*[MACRO_MS:150]<br />
The number of milliseconds between macro instructions.<br />
<br />
== Settings - d_init.txt ==<br />
<br />
=== Save Behavior ===<br />
*[AUTOSAVE:NONE]<br />
When Dwarf Fortress should automatically save your game. If this is "NONE", Dwarf Fortress never saves your game for you. Possible values are "NONE", "SEASONAL" and "YEARLY".<br />
<br />
*[AUTOBACKUP:NO]<br />
If this is "YES", Dwarf Fortress will back up your save file each time it autosaves your game.<br />
<br />
*[AUTOSAVE_PAUSE:NO]<br />
If Dwarf Fortress should pause the game each time it autosaves for you.<br />
<br />
*[INITIAL_SAVE:NO]<br />
If this is "YES", Dwarf Fortress will save the game immediately after you embark.<br />
<br />
=== More Game Options ===<br />
*[IDLERS:TOP]<br />
Where to display the number of idlers. The value can be either "TOP", "BOTTOM", or "OFF".<br />
<br />
*[PAUSE_ON_LOAD:YES]<br />
If "YES", Dwarf Fortress starts Fortress mode paused.<br />
<br />
*[TEMPERATURE:YES]<br />
Turns on or off temperature. If temperature is off, being adjacent to lava will not cause objects (or creatures) to burn, nor will dwarves have any problems running around on top of glaciers naked if they so desire. Direct contact with lava or firebreath will still cause lots of Fun though.<br />
<br />
*[WEATHER:YES]<br />
Turns on or off weather. If weather is off it will never rain or snow.<br />
<br />
*[ECONOMY:YES]<br />
Turns on or off the fortress mode dwarven economy.<br />
<br />
*[INVADERS:YES]<br />
Turns on or off fortress mode sieges. Turning this off for your first couple of games may make the game easier to start with.<br />
<br />
*[CAVEINS:YES]<br />
If this is "YES" it is possible for cave-ins to occur.<br />
<br />
*[ARTIFACTS:YES]<br />
Turns on or off strange moods and the resulting artifacts.<br />
<br />
*[ZERO_RENT:NO]<br />
If this is "YES", when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king.<br />
<br />
*[TESTING_ARENA:YES]<br />
Turns on or off the testing arena.<br />
<br />
*[WALKING_SPREADS_SPATTER_DWF:NO]<br />
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[DF2010:Fortress_mode|Fortress Mode]]. As contaminants are [[DF2010_Talk:Blood|buggy]] and can have a major negative impact on [[FPS]] in [[DF2010:Fortress_mode|Fortress Mode]], it is recommended to leave this set at "NO" for now.<br />
<br />
*[WALKING_SPREADS_SPATTER_ADV:YES]<br />
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[DF2010:Adventure_mode|Adventure Mode]].<br />
<br />
*[PATH_COST:1:2:5:25]<br />
The path finding costs associated with different traffic values. <br />
<br />
*[COFFIN_NO_PETS_DEFAULT:NO]<br />
If "YES" pets will not be able to be buried in coffins.<br />
<br />
*[STORE_DIST_ITEM_DECREASE:20]<br />
*[STORE_DIST_SEED_COMBINE:1000]<br />
*[STORE_DIST_BUCKET_COMBINE:1000]<br />
*[STORE_DIST_BARREL_COMBINE:1000]<br />
*[STORE_DIST_BIN_COMBINE:1000]<br />
<br />
*[SHOW_IMP_QUALITY:YES]<br />
If "YES" Dwarf Fortress will display the quality of items in the name. If you get annoyed by seeing items like *<*sword*>* you can<br />
get rid of the outside ** by setting this to NO.<br />
<br />
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]<br />
If "YES", inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.<br />
<br />
*[LOG_MAP_REJECTS:NO]<br />
If this is "YES", Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.<br />
''Italic text''<br />
<br />
=== Adventure Mode ===<br />
*[MORE:YES]<br />
*[DISPLAY_LENGTH:23]<br />
*[ADVENTURER_TRAPS:NO]<br />
If you set this to "YES" your adventurer will trigger the traps of your old fortresses<br />
*[ADVENTURER_ALWAYS_CENTER:YES]<br />
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]<br />
<br />
=== Nicknames ===<br />
*[NICKNAME_DWARF:REPLACE_FIRST]<br />
*[NICKNAME_ADVENTURE:REPLACE_FIRST]<br />
*[NICKNAME_LEGENDS:REPLACE_FIRST]<br />
<br />
=== Embark Options ===<br />
*[EMBARK_WARNING_ALWAYS:NO]<br />
*[SHOW_EMBARK_TUNNEL:FINDER]<br />
*[EMBARK_RECTANGLE:4:4]<br />
<br />
=== Wounds ===<br />
*[WOUND_COLOR_NONE:7:0:1]<br />
The color of body parts when there are no recorded active wounds on the part.<br />
Default = white<br />
<br />
*[WOUND_COLOR_MINOR:6:0:0]<br />
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).<br />
Default = brown<br />
<br />
*[WOUND_COLOR_INHIBITED:6:0:1]<br />
The color of body parts when there is any muscular, structural or functional damage without total loss.<br />
Default = yellow<br />
<br />
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]<br />
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).<br />
Default = bright cyan<br />
<br />
*[WOUND_COLOR_BROKEN:4:0:1]<br />
The color of body parts when the part has lost all structural integrity or muscular ability.<br />
Default = bright red<br />
<br />
*[WOUND_COLOR_MISSING:0:0:1]<br />
The color of body parts when the part is completely gone.<br />
Default = dark gray<br />
<br />
=== Tiles ===<br />
<br />
*[SKY:178:3:0:0]<br />
The tile and color of areas that are far below the currently displayed z level.<br />
The format is SKY:<character>:<foreground color>:<background color>:<brightness>. <character> can be either an ASCII number or a character in single quotes, like '#'.<br />
<br />
*[CHASM:250:0:0:1]<br />
The tile and color of areas that are far below the currently displayed z level while indoors.<br />
The format is the same as for SKY above.<br />
<br />
*[PILLAR_TILE:'O']<br />
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.<br />
<br />
*[VARIED_GROUND_TILES:YES]<br />
If this is "YES" the ground will be varied randomly using the tiles ,.`'.<br />
If this is "NO", only the period will be used for ground tiles.<br />
<br />
*[ENGRAVINGS_START_OBSCURED:NO]<br />
If this is "YES", all engravings are displayed initially looking the same. Otherwise all engravings have a random tile given to them initially.<br />
<br />
*[SHOW_FLOW_AMOUNTS:NO]<br />
If "YES" Dwarf Fortress displays water as numbers from 1-7 indicating depth.</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Wall&diff=146755v0.31:Wall2011-04-22T14:27:55Z<p>Coaldiamond: fixed redlink</p>
<hr />
<div>{{quality|Exceptional|13:50, 7 March 2011 (UTC)}}{{av}}<br />
<br />
<br />
A '''wall''' is a either a {{L|map tile}} or a {{L|construction}} that blocks access to {{L|creatures}}. The appearance of a constructed wall is similar to that of a {{L|smoothing|smoothed}} natural wall but it works the same as any filled tile composed of mountain rock, {{L|clay}} or {{L|soil}}. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level {{L|building}}s such as {{L|tower}}s complete with roofs by creating {{L|floor}}s on the layer above. A wall fills the tile it is in and creates a walkable space above it.<br />
<br />
== Digging ==<br />
As explained on the {{L|digging}} page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command. These tasks are carried out by dwarves with the {{L|mining}} labor activated.<br />
<br />
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall. These tasks are carried out by dwarves with the {{L|stone detailing}} labor activated.<br />
<br />
== Construction ==<br />
<br />
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -> {{K|C}}onstruction -> {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals can neither be built from, nor will they support constructions.<br />
<br />
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - "Last In, First Out". That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.<br />
<br />
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor. <br />
<br />
Constructed walls cannot be engraved, but can be carved into {{L|fortification}}s ({{K|d}}esignate - c{{K|a}}rve fortifications). They will block movement, but not {{L|liquid}}s or small objects such as {{L|bolt}}s.<br />
<br />
Normal walls are considered 'rough'. By using {{L|stone}}, {{L|glass}}, {{L|wood}}, or {{L|metal}} {{L|block}}s, higher quality constructions can be built with increased value. This can be particularly important when trying to maximize the value of a {{L|noble|}}'s {{L|room}}.<br />
<br />
As with all {{L|construction}}s, the material used dictates which {{L|labor}} is required to perform the construction.<br />
<br />
When building walls, your masons will carry the rocks themselves. A useful tip when building defences is to first make a rock stockpile nearby, and only allow one type of rock in it. When it fills up, remove it, and build the wall.<br />
<br />
== Removing Walls ==<br />
<br />
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including {{L|children}} and {{L|noble}}s.<br />
<br />
==See also==<br />
*{{L|How do I construct a wall from a particular direction}}?<br />
<br />
{{Buildings}}<br />
{{Category|Buildings}}<br />
{{Category|Constructions}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&diff=146754v0.31:Megaprojects2011-04-22T14:24:11Z<p>Coaldiamond: fixed redlinks</p>
<hr />
<div>Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.<br />
<br />
===Aqueducts===<br />
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king 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-levels high!<br />
<br />
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!<br />
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.<br />
<br />
Variation: On a map containing a river, completely enclose it with glass walls, and floors. Use overhead pipe sections to move the water to places more <s>convenient</s> Fun.<br />
<br />
===Biodome===<br />
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!<br />
<br />
No chasms/underground rivers/magma vents allowed.<br />
<br />
===Casting===<br />
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.<br />
<br />
*Bonus: Make the statues spit lava.<br />
<br />
===Castle===<br />
Build a castle, greater than anything built by human, elf or dwarf. This is highly time<br />
consuming if you want it to be a good castle. There must be floor indoors, and no underground<br />
constructions except for mining operations and cellars. For an even greater challenge, build<br />
a gigantic tower in the middle, where the nobles stay.<br />
<br />
===Ceremonial Sacrifices=== <br />
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device. <br />
<br />
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.<br />
<br />
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.<br />
<br />
===Computing===<br />
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.<br />
<br />
===Colosseum===<br />
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.<br />
<br />
===Crematory Fortress===<br />
* Requires a {{L|magma| magma pipe}} and {{L|bauxite}}.<br />
<br />
Build a temple structure above a {{L|magma|magma pipe}} and {{L|engraving|engrave}} every available surface. The temple should be as opulent as possible. In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it. Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.<br />
<br />
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.<br />
<br />
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. <br />
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.<br />
<br />
::: Another method would be simply to make a hole in your temple that goes straight down to the magma, of at least 3X3 squares, then build a floor of 2 squares long and 1 wide from the upper middle edge of the hole so that the second square is only connected to the temple by the first, then build your coffin on the second square and once your dwarf is inside deconstruct the first square leaving nothing holding the square with your coffin up and it will fall into the magma. On a side note it is best to start from the upper edge of the hole so the dwarf doing the deconstructing is a lot less likely to fall into the magma.<br />
<br />
::: Retracting bridges work well to provide access to build the support and floor, and can then be retracted before dropping the coffin. Use a single lever to retract the bridge, then begin filling a chamber with water to trigger a pressure plate to destroy the support, dropping the coffin, and also draining the water to encase the coffin in obsidian.<br />
<br />
===City===<br />
Live like a human!<br />
<br />
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.<br />
<br />
* Extra points; Emulate your favourite city.<br />
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.<br />
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus leveling the mountain range to leave a series of *surprisingly natural* looking streets.<br />
* Build each building (or section of one) out of the same materials or...<br />
**Bonus: Create pixel art from the colors of the stones! <br />
**Bonus: Try to build all freestanding structures<br />
<br />
===Doomsday Clock===<br />
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.<br />
See how much wealth you can achieve before the clock runs out.<br />
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.<br />
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)<br />
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).<br />
<br />
===Dungeons of Doom===<br />
<br />
Beneath your fortress, carve out an immense dungeon starting from the surface. Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs). A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself. The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures. The dungeon must go down until it reaches HFS. Dump an artifact amulet inside HFS. Build puzzles and thematic branches of the dungeon as you see fit.<br />
<br />
* Bonus: Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.<br />
* Mega Bonus: Litter the floors of the dungeon with artifact items (especially weapons).<br />
* Cosmic Bonus: Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.<br />
* Nerd Bonus: Build the last few levels above your fortress, and fill one with lava, one with water, one entirely empty, etc, to mimic the last few levels of NetHack. The uppermost one should have three temples, and if possible megabeasts that cannot escape but which an adventurer could reach...<br />
<br />
===Dwarf like an Egyptian===<br />
*Build a pyramid of epic proportion.<br />
<br />
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|trap}}s in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.<br />
<br />
*Build rows of Obelisks<br />
<br />
* Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.<br />
<br />
*Build the whole thing upside down.<br />
** And then another one on the upside-down one.<br />
<br />
* BONUS: Make a Sphinx out of solid gold. Solid! Nobody lives or goes inside of it. Entomb the builders in an {{L|unfortunate accident}} - preferably inside the sphinx - so that they can never build one for anybody else.<br />
<br />
* When the time has come, or when your fortress is about to be destroyed by a siege or something, perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. Pile wealth into the tomb. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.<br />
<br />
===Graveyard Master===<br />
Every dwarf deserves a decent resting place:<br />
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.<br />
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.<br />
*Tombs must have all its surfaces engraved.<br />
*Tomb must contain at least 4 statues.<br />
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.<br />
<br />
===How high can you go?===<br />
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!<br />
<br />
===Land battleship===<br />
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.<br />
<br />
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)<br />
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)<br />
**Bonus: Find a way to let them fight each other in a naval battle<br />
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !<br />
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! <br />
*Mega Bonus: After building your Ship(s), flood the surrounding countryside. (With magma, of course.)<br />
<br />
===Labyrinth===<br />
Build or dig out an elaborate labyrinth. It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.<br />
<br />
*Bonus: Build a prison and/or execution chamber somewhere inside the labyrinth.<br />
*Bigger Bonus: Build all the labyrinth walls out of statues and make the entire thing a statue garden.<br />
*Mega Bonus: Make it three-dimensional.<br />
<br />
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint. Mazes usually have choices of paths and therefore usually dead ends. Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)<br />
<br />
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).<br />
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.<br />
<br />
===Moria===<br />
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma or above a chasm- support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.<br />
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).<br />
<br />
bonus - cast the walls of the hall out of obsidian using water and magma<br />
<br />
===Mountain audit/core sample===<br />
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.<br />
<br />
===Project Mayhem===<br />
<br />
*You do not talk about project Mayhem<br />
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.<br />
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.<br />
*Pull the lever and watch the collapse of financial history.<br />
<br />
Bonus : make the towers' walls out of glass!<br />
<br />
Bonus : Make soap! And remember, elf fat is ideal...<br />
<br />
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)<br />
<br />
===Santa Claus===<br />
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.<br />
<br />
BONUS: Make the toys out of lead.<br />
<br />
MEGABONUS: Modding Elves to be pets, embark with 100 of them and force them to make the toys for you.<br />
<br />
===Skull collector===<br />
What proves the might of a civilization better than a hall full of skulls?<br />
*Try to collect as many skulls as you can during your fortress life, and put them in a special skulls-only storage. The more skulls the better.<br />
<br />
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!<br />
<br />
SUPERBONUS: Also fill the throne room with kittens.<br />
<br />
===Space Ship===<br />
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.<br />
<br />
*BONUS: Use exploding {{L|booze}} as ignitable fuel.<br />
*BONUS: Make a removable {{L|ramp}} for boarding.<br />
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.<br />
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed}}s in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)<br />
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''<br />
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.<br />
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it "fly".<br />
*EVEN BETTER: Drop it down a chasm.<br />
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])<br />
<br />
===Swiss Precision===<br />
Build a working clock. The clock should accurately track DF days, months, and years.<br />
<br />
Bonus Points:<br />
*If the clock has a mechanical effect in the fortress proper to announce new days<br />
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.<br />
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the <s>blast doors</s> <s>floodgates</s> <s>Magma Channels</s> Gate in time for those <s>evil</s> friendly merchants, etc...).<br />
*If the clock governs the schedule of a working rail station (which is always on time). (Definitions of 'working' and 'rail station' are subject to player imagination).<br />
*If the clock takes measures to protect itself. ''"I can't let you do that, Urist."''<br />
<br />
But don't worry about the bonus points, a precision time device should be hard enough.<br />
<br />
===Temple===<br />
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.<br />
<br />
===The cube===<br />
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:<br />
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.<br />
<br />
*Bonus: Do multiple story maze (3d-maze)<br />
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.<br />
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.<br />
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say "elimination round?"<br />
<br />
===The great brewery===<br />
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.<br />
* BONUS: Create a working sprinkler system to douse any fires that might occur.<br />
<br />
===The Great Wall of Urist===<br />
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.<br />
* BONUS: Make it block the <s>mongols</s> goblins out of your half of the map.<br />
* BONUS: Make it out of obsidian.<br />
**BONUS+: Embark on a map without obsidian.<br />
* BONUS: Find a way to make it touch the boundaries.<br />
* BONUS: Build one gate<br />
* BONUS: Arm it with ballistas.<br />
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.<br />
** BONUS+: Encase all workers who died during building in caskets built into the wall. Possibly with traps to protect them from grave robbers<br />
<br />
===The Monolith===<br />
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.<br />
<br />
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.<br />
<br />
===Statue of greatness===<br />
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.<br />
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.<br />
* Bonus+: Steam instead of water coming out of the spout.<br />
* Bonus++: Magma mist instead of steam coming out of the spout.<br />
<br />
===Underwater fortress===<br />
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.<br />
* Bonus: Build all water-touching walls/roof in clear glass!<br />
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!<br />
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake<br />
**Bonus: Build it in the magma sea<br />
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.<br />
* Bonus: Have a mechanism for dropping your enemies into the water to drown! Or fill the water with carp.<br />
**Superbonus: Don't use pansy walls, use pumps to keep the water out!<br />
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.<br />
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]<br />
<br />
===Flying fortress===<br />
Turn cave-ins off in the init, the build a flying fortress. Perhaps some flying islands only connected with bridges, maybe combined with an orbital defense network.<br />
<br />
===Wealth===<br />
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.<br />
<br />
===We Are Dorf===<br />
<br />
Embark site biome parameters: Mountain. Fortress shape: Cubicle (assume 7 tiles high), cut from natural rock and separated from the remaining stone so it is held by a single support. Migrant dwarves must report to assimilation chamber where a collapsing dust trap will launch them into large serrated disk {{l|trap component|traps}} to remove unnecessary appendages, or have their offending limbs removed some other way. Dorf drones must be cataloged and arranged in squads of varying number. The naming structure is as follows: First of Ten, Second of Ten, and so on. Clothing is irrelevant.<br />
<br />
There is no trade, or unmerited contact with lesser species, they will be assimilated. Nobles are irrelevant. Economy is irrelevant. Solitary creatures that do not pose a notable threat to the Collective are not to be bothered with when there is important work to do. Corpses are to be vaporized or atom-smashed along with all {{l|pet|other useless material}}. Cage traps should be common.<br />
<br />
We are the Dorf. Lower your shields and surrender your booze. We will add your biological and technological reaction mats to our stockpiles. Resistance is canceled: Dangerous Terrain. You are caught in a pool of magma! You are melting! x18<br />
<br />
===World Domination===<br />
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. <br />
<br />
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:<br />
<br />
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.<br />
* Impractical, overkill solutions to everyday problems ("Sir, the dungeon master wants a better room" "Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.")<br />
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.<br />
* Have a science lab. Use living creatures and people as test subjects.<br />
<br />
<br />
Doomsday device suggestions:<br />
* Flood the map with water/magma (may require building walls around the edge of the map)<br />
**BONUS: the water has carp in it.<br />
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.<br />
* Build an "Earthquake Machine" (the entire map is supported by a single support, which is connected to a lever)<br />
* Build an extensive holding cell network for "scientific purposes". Fill it with megabeasts and <s>elephants</s> <s>unicorns,</s> skeletal carp in secret. Have a lever that lets everything free to feed on the general population.<br />
* Embark in an evil area, and capture and tame all those undead animals <sup>if possible</sup> to create your own undead army<br />
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.<br />
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.<br />
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.<br />
<!-- feel free to add your own ideas for doomsday devices to this list --><br />
<br />
<br />
{{Category|Guides}}<br />
<br />
=== The Grand Treasury ===<br />
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.<br />
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. <br />
<br />
*Bonus: Build up the treasury and raid it successfully in Adventure Mode<br />
<br />
=== Heaven ===<br />
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:<br />
# Streets paved with gold.<br />
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.<br />
# No dwarves die (except for criminals). Heaven is everlasting.<br />
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.<br />
# Nothing is ever stolen. St. Peter doesn't screw up.<br />
# After the King has arrived, any male children he has must be sent out to fight sieges alone.<br />
<br />
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br /><br />
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.<br /><br />
BONUS: Make Heaven 10 stories above the ground<br /><br />
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br /><br />
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.<br /><br />
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.<br />
# The Sky darkens (an obsidian ceiling spanning over the map).<br />
# Meteors (opened lava tanks and cave-ins) devastate the earth.<br />
# All bodies of water turn bloody.<br />
# Dig into the HFS and have a battle between Heaven and Hell.<br /><br />
<br />
=== City of Ember ===<br />
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!<br />
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.<br />
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.<br />
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.<br />
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.<br />
# Have a "greenhouse" out on the outskirts for farming.<br />
# You MUST have an underground river and use it for power.<br />
# You MUST have magma and use it for power.<br />
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).<br />
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).<br />
# After 200 or more years, unseal the city and colonize the surface.<br />
<br />
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.<br /><br />
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.<br />
<br />
===The quake===<br />
<br />
1- Make your entire forteress supported by one support.<br />
<br />
2- on year 5, remove the support so your entire forteress drops one level.<br />
<br />
3- Tell us the death rate.<br />
<br />
4- double the height of the support every year, see how much is too much of a drop!<br />
<br />
===Pull A Boatmurdered===<br />
<br />
What's this? Too many goblins? Not enough fun? You may be needing excess amounts of lava!<br />
<br />
# Flood the entire map with water or lava<br />
# Mabye both and have an obsidian farm in the center<br />
# Pump all lava resources to the surface and watch it burn!<br />
<br />
#Most famously employed in [[Boatmurdered]].<br />
<br />
===Hippie Exterminator===<br />
<br />
Much like trees, better water those elves.<br />
<br />
# It's a gigantic drowning chamber for [[Elves]].<br />
# Construct a very long wall all the way around an Elf-village<br />
# Build a floor on top, sealing them in<br />
# Connect some screw pumps to this and the local water supply<br />
# Really processor intensive! Not for calculators!<br />
<br />
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. <br />
# Drainage can be done with a [[floodgate]] to release the water from the depot.<br />
<br />
===Dwarven Arcology===<br />
<br />
# Build your entire fortress above ground in one structure.<br />
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.<br />
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. <br />
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.<br />
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. <br />
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.<br />
<br />
===D For Dwarfdetta===<br />
<br />
# Create the parliment building or some such construction<br />
# Rig it to explode or collapse spewing lava everywhere<br />
# Detonate the fortress while you play the 1812 overture somewhere<br />
# Time it to last 4 minutes, since that's how long the song is.<br />
Bonus: make an underground railroad ( or magma pipe ) that detonates it.<br />
Bonus: make a metal statue at the top which gets exploded<br />
MegaBonus: send burning [[graphite]] or [[lignite]] flying into the (strangely always daytime) sky.<br />
<br />
===The Two Towers===<br />
<br />
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top<br />
#Build a (much larger) tower with only two blades protruding from the top<br />
#Have the two towers combat each other ''without'' siege weapons<br />
<br />
Bonus:<br />
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)<br />
<br />
===Twin maze of doom!===<br />
<br />
-Make a complicated maze pair where pressure plates on any floor will trigger the rapid death of everything one floor before that in the OTHER maze.<br />
<br />
-Check what survives the ratrace longer: goblins or elves? Kittens or dogs?<br />
<br />
-BONUS: make it self-cleaning so it can be reused over and over!<br />
<br />
-Double bonus: make it flood the map with lava if anything ever reaches the end of their maze, meaning their victory is for all time - as well as the last thing the world will ever see before the end.<br />
<br />
===The doomsday temple of greed===<br />
<br />
1- Prepare a game with the poorest skills starting dwarves and nothing on embark.<br />
<br />
2- Edit files to add a little castle with 10 switches, some of which open up to desirable stuff, or a mild trap. Have the lineup fairly obvious so people know which prize/trap pair they're going for.<br />
<br />
3- After learning the principle and getting say a starting pick, 100 wood, 10 obsidian, 10 slade, freeing an angry elephant, an artifact crossbow, alcohol for 10 years, freeing a carp guarding the exit (simple enough puzzle, dig yourself another exit), getting an anvil and 7 bronze armor sets, and avoiding the one trap/prize which has a dragon... let them look up the stairs to the next bit on the next floor...<br />
<br />
4- THIS floor has mild traps/good prizes again, but one of them frees 7 goblins AS WELL AS trigger an unnanounced very distant magma-flooding system of immense power and speed (they think the goblins are all there is to the trap, mwa ha ha). Make sure the slope means the greedy player will get what's coming at him fully...<br />
<br />
5- Share this fun map without announcing what's on it. Surprise!!!<br />
<br />
==The Cathedral==<br />
<br />
Make an epically tall cathedral out of obsidian. Encrust it with gems, make multiple spires. Build giant stained-glass windows and make rows of chairs for pews. In niches high in the walls, place masterpiece or better statues, also encrusted and engraved. Underneath, make noble tomb catacombs.<br />
BONUS: Build it near a human/dwarf town. Kill heretics.<br />
<br />
BONUS: Make several cathedrals, one to each in-game god. Once built, assign worshippers of a god to a burrow encompassing that god's cathedral. Build walls around each cathedral and let them fend for themselves.</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Stone_detailing&diff=146753v0.31:Stone detailing2011-04-22T14:21:52Z<p>Coaldiamond: fixed redlinks</p>
<hr />
<div>{{Quality|Fine}}<br />
{{Labor<br />
| labor = Stone Detailing<br />
| skill = * {{L|Engraver}}<br />
| tasks =<br />
* Smooth floor/wall<br />
* Engrave floor/wall<br />
* Carve {{L|fortification}}s<br />
}}<br />
{{av}}<br />
<br />
The '''Stone Detailing''' {{L|labor}} is used with the {{L|smoothing|smooth}} and {{L|engraving|engrave}} designations. For Smooth designations, the dwarf's skill level simply lowers the amount of time it takes to smooth each tile. Skill level is slightly more important for Engrave jobs, as engravings have {{L|quality}} modifiers that affect both their architectural value and their affect on room value. As with any crafting job, higher-skilled dwarves both complete engravings faster and produce higher-quality engravings.<br />
<br />
{{Labors}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Controls_guide&diff=146752v0.31:Controls guide2011-04-22T14:20:45Z<p>Coaldiamond: fix redlink</p>
<hr />
<div>{{quality|Fine|02:55 08 November 2010 (UTC)}}{{av}}<br />
This is a beginner's guide to Fortress Mode interface {{L|controls}}. This page assumes the default {{L|key binding|key bindings}}. <br />
<br />
As a beginner it is recommended that you familiarize yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.<br />
<br />
==Viewing menus==<br />
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map using the numberpad to gain information.<br />
<br />
===Look Around, k===<br />
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays {{L|Creatures}}, Objects, {{L|Building|Buildings}}, {{L|Map tile}}s in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.<br />
<br />
You can also designate an item to be {{L|forbid|forbidden}}, {{L|dump|dumped}}, or {{L|melt|melted}} from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).<br />
<br />
<br />
===View Units, v===<br />
The {{key|v}}iew command gives detailed information on creatures: a {{L|dwarf}}, an {{L|creature|animal}}, a {{L|goblin}}, etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are the same distance from the cursor (usually due to occupying the same tile), use {{key|v}} to cycle through them. <br />
<br />
This command has several different menu views:<br />
* {{key|g}} General - Name, occupation, {{L|attributes}} and {{L|skill|skills}}.<br />
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. <br />
* {{key|w}} {{L|Wound|Wounds}} - Shows the creature's health. Bright white means the body part is unharmed. Effects like "Thirsty" and "Unconscious" are also listed here. <br />
* {{key|p}} Preferences - This menu includes a number of sub-menus: <br />
** {{key|l}} Labor - This lists which types of {{L|job|jobs}} the dwarf will accept. Very important for controlling their behavior.<br />
** {{key|e}} Work Dogs - Assign {{L|Animal training|trained}} {{L|dog|dogs}} to this dwarf. <br />
** {{key|s}} Soldering and Hunting - Change the dwarf's {{L|weapon}} and {{L|armor}} choices. <br />
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the {{L|military}}.<br />
** {{key|z}} View Profile - Views a dwarf's profile. From here, you can view {{L|thought|thoughts}} and {{L|preference|preferences}}, view his {{L|relationships}}, and give him a custom nickname or profession title. (see also {{L|Technical tricks#The look of the game|Technical tricks}}.)<br />
** {{key|R}} Royal Guard - Make the dwarf a {{L|Royal Guard}}, or remove him from the guard if he already is one.<br />
** {{key|C}} Fortress Guard - Make the dwarf a {{L|Fortress Guard}}, or remove him from the guard if he already is one.<br />
<br />
===Query Rooms/Buildings, q===<br />
The {{k|q}}uery command allows you to {{k|s}}uspend construction of a room or object, mark it for {{k|r}}emoval, or interact with its specific functionality. <br />
*If you query a {{L|workshop}} you can change what tasks are being worked on, set a particular task to repeat or be suspended, or change who is allowed to use the workshop. <br />
*If you query a piece of {{L|furniture}} you can define a {{L|room}} from it (e.g. a {{L|bed}} into a {{L|bedroom}}, a {{L|chair}} into an {{L|office}}, etc). Depending on the type of furniture there are additional options (e.g. a {{L|door}} can be locked, a {{L|coffin}} can be used for either {{L|pet}} or citizen burial). <br />
*You can also assign a {{L|room}} to belong to a specific dwarf.<br />
*If you query a {{L|farm plot}} you can change what crops are being planted.<br />
*If you query a {{L|stockpile}} you can change what types of objects are stored there, how many {{L|barrel|barrels}} are used, etc.<br />
<br />
<br />
===View items in buildings, t===<br />
The i{{key|t}}ems command is used to see items that are inside buildings, such as {{L|workshop|workshops}}, {{L|Trade depot|depots}}, and {{L|trap|traps}}.<br />
<br />
===Squads, s===<br />
{{k|s}} This command is used to control your military squads. The options are:{{verify}}<br />
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.<br />
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.<br />
*{{k|x}} Delete patrol route - Self-explanatory.<br />
*{{k|s}} Station squad - The squad will congregate around the point you define. This is overridden if they have a patrol route.<br />
*{{k|z}} Zoom to commander - Self-explanatory.<br />
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.<br />
<br />
=Order your Dwarves=<br />
<br />
These commands affect what your dwarves do. These also use the cursor. <br />
<br />
==Build, b==<br />
Use this command to {{key|b}}uild rooms, place {{L|furniture}}, start {{L|Farm plot|farm}} plots, and such. In addition to a long list of items which can be scrolled through with the {{k|+}}/{{k|-}} keys, there are also a few sub-menus:<br />
*{{key|w}} '''{{L|Workshop|Workshops}}'''<br />
*{{k|e}} '''{{L|Furnace|Furnaces}}'''<br />
*{{key|C}} '''{{L|Construction}}'''<br />
*{{key|T}} '''{{L|Trap|Traps}}'''<br />
*{{key|M}} '''{{L|Machine component|Machine components}}'''<br />
<br />
==Designate, d==<br />
{{key|d}} Use this to mark stone to be {{L|mine|mined}} out, trees to be cut, {{L|plant|plants}} to be gathered, walls and floors to be smoothed or {{L|engraving|engraved}}, and so on. You can also {{L|forbid}}, {{L|dump}}, {{L|melt}} or hide items and rooms.<br />
<br />
==Stockpile, p==<br />
{{key|p}} Used to create {{L|stockpile|stockpiles}}. <br />
<br />
==Zones, i==<br />
{{key|i}} Mark an {{L|activity zone}} for drinking {{L|water}}, {{L|fishing}}, {{L|dump}}, a pit or pond, {{L|meeting hall}} or {{L|sand}} collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterward.<br />
<br />
=Fortress Information=<br />
<br />
These commands take you away from the map, to an informational screen. Some of them also let you give orders. <br />
==Announcements, a==<br />
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. <br />
<br />
==Civilizations, c==<br />
{{key|c}} A list of other civilizations that you have personally encountered (and thus within distance for {{L|trade}} or {{L|siege|war}}). Civilizations are marked with a ''P'' if you are at peace with them, or with a ''W'' if you are at war. Pressing {{key|Tab}} lets you check total exports and imports, and standing trade agreements.<br />
<br />
==Unit List, u==<br />
{{key|u}} A list of every creature on the map. Dwarves are listed first, then {{L|tame}} animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. <br />
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View_Units.2C_v|View Creature]] mode, with the cursor centered on the selected creature. <br />
* {{key|v}} '''View Profile''' <br />
* {{key|b}} '''Zoom to Building''' Takes you to the {{L|building}} associated with the the dwarf's current task. For hauling tasks, this is the destination {{L|stockpile}}.<br />
* {{key|m}} '''Manager''' Takes you to the {{L|Manager#Setting_up_work_orders|job manager}} screen.<br />
<br />
==Military, m==<br />
{{key|m}} This is the completely revamped military screen<br />
<br />
''Please fill in the blanks''<br />
<br />
==Room List, R==<br />
{{key|R}} Lists all {{L|Room|Rooms}}, {{L|Building|Buildings}}, {{L|Stockpile|Stockpiles}}, and even {{L|Activity zone|Activity zones}} in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.<br />
<br />
==Artifacts, l==<br />
{{key|l}} A list of the {{L|artifact|artifacts}} your fortress has produced. <br />
<br />
==Nobles & Administrators, n==<br />
{{key|n}} Access the {{L|Nobles screen}}<br />
<br />
==Fortress Overview, z==<br />
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. <br />
* '''Animals''' A list of all tame {{L|creature|animals}} in your fort.<br />
* '''Kitchens''' From here you can specify what {{L|food|foods}} can {{L|cook|cooked}} or {{L|brew|brewed}}. <br />
* '''Stone''' Controls the use of {{L|ore|ores}} and {{L|economic stone|economic stones}} <br />
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your {{L|bookkeeper}}. <br />
* '''Prices''' The prices of items in the {{L|economy}}<br />
* '''Currency''' The amount of {{L|copper}}, {{L|silver}}, and {{L|gold}} {{L|coin|coins}} you have<br />
* '''Justice''' Shows the details of the dwarven {{L|justice}} system, once you have one.<br />
* '''Health''' Overview of the health status of the fortress.<br />
See {{L|Status}} for more details.<br />
<br />
=Miscellaneous=<br />
<br />
==Options & Orders, o==<br />
{{key|o}} Access the {{L|Standing orders}}<br />
<br />
==Hot keys, h==<br />
{{key|h}} Define or redefine {{L|Hotkeys}}<br />
<br />
{{Game Interface FAQ}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&diff=146751v0.31 Talk:Nether-cap2011-04-22T14:13:04Z<p>Coaldiamond: /* No nether-caps */</p>
<hr />
<div>Do nether-cap logs inherit the fixed temperature of the nether-cap tree?--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 03:15, 4 May 2010 (UTC)<br />
<br />
I think the more important question is "Since Nethercaps are chilled to 32 degrees F (if I did the math right), will submerged Nnethercaps cause water to freeze into ice?" I only wish I could test this right now. [[User:Coaldiamond|-Coaldiamond]] 17:14, 8 June 2010 (UTC)<br />
:Likely not - items melt/boil at their melting/boiling points, as opposed to freezing/condensing at them. For example, an object with a melting point of 12345 will be solid at 12344 and liquid at 12345. --[[User:Quietust|Quietust]] 18:41, 8 June 2010 (UTC)<br />
::Created a completely nethercap pump and have had it pumping magma for ages now, still no signs of deconstruction or damage, whatsoever. --[[User:MLegion|MLegion]] 20:59, 13 July 2010 (UTC)<br />
:::Pump got submerged totally still no damage. --[[User:MLegion|MLegion]] 21:13, 13 July 2010 (UTC)<br />
::::Will items and liquids in a nether-cap barrel always maintain it's temperature? If so - totally fire-safe way of storing food and booze is in such barrels... submerged under magma. Metal barrels don't catch fire themselves but would eventually boil/char their contents. <br>Imagine showing foreign diplomats a magma-filled room and saying: "This is our strategic booze reserve".--[[User:Another|Another]] 22:14, 28 September 2010 (UTC)<br />
:::::I just tried using a nether-cap floodgate with magma and not only did it not burn up, but it also seemed to stop its (magma-unsafe) granite mechanisms from melting. --[[User:Quietust|Quietust]] 18:00, 31 October 2010 (UTC)<br />
::::::Try and open it =>fun <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.249.49|91.10.249.49]]</small><br />
:::::::I '''did''' open it - that's why I also noted that it was preventing its granite mechanism from melting. --[[User:Quietust|Quietust]] 15:43, 3 December 2010 (UTC)<br />
So, has anyone tested if nether caps freeze water? Or if they can be made to freeze water without harming dorfs attempting to carry them? I'd test my self but haven't gotten that far deep with current fort. Also too lazy too mod so I can embark with right now.--[[User:MadGreyOne|MadGreyOne]] 12:30, 1 December 2010 (UTC)<br />
<br />
What happens if you put a burning item inside a nether-cap bin? --[[User:Root Infinity|Root Infinity]] 21:34, 12 March 2011 (UTC)<br />
<br />
== No nether-caps ==<br />
<br />
So I've had my underground tree farm up and running for years, and go looking for some nether-caps to cut for a magma project. None found. Plenty of blood thorns, but not one nether-cap. On examining cavern 3, I find lots of blood-red blood thorns, and plenty of ''indigo''... '''blood thorns'''! Anyone else had this problem? No obvious problems with the (unmodded) plant raws. The only slightly strange things I've done to this fort/world is turn temperature off, and occasionally run dfcleanmap, both for FPS reasons. Running v. .31.16. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:50, 15 January 2011 (UTC)<br />
:If I recall, the indigo color is for dead Blood Thorn trees, analogous to the way that scarlet blood can turn into purplish blood clots. [[User:Coaldiamond|-Coaldiamond]] 14:13, 22 April 2011 (UTC)<br />
<br />
''"The only slightly strange things I've done to this fort/world is turn temperature off"'' ... Here's what you did: "My dwarves won't use coins! Anyone else had this problem? The only thing I did was turn off the economy."<br />
:If cavern layer 3 is '''dry''', then it will contain nothing but blood thorns. --[[User:Quietust|Quietust]] 01:07, 13 March 2011 (UTC)<br />
<br />
== Nether caps and freezing ==<br />
<br />
I tried to determine if nether caps could freeze water since I couldn't find anyone who had done experiments on the subject.<br />
<br />
I tried building a retracting 3x3 bridge and filling the area with water. I was not able to get the water to freeze.<br />
Since there are obvious uses in freeze traps and endless water generation it seems safe to assume no one has managed to make ice with nether caps.<br />
--[[User:DrunkenMonk|DrunkenMonk]] 19:14, 9 April 2011 (UTC)<br />
::Try this: build a 1x1 cistern with floor, walls and ceiling (hatch) made of nether-caps, then fill it with water, then try with bigger cisterns: 3x3, 4x4, 5x5, 6x6, 7x7, 8x8, 9x9... and so on...<br />
::I remember reading that they lower the surrounding temperature, so if you build underground, you start with the underground temperature and the nether-cap surfaces will decrease it a bit (I assume halfway between the underground and nether-cap temperature) as the container grows you'll probably get a cumulative effect from the nether-cap surfaces making the center tend to the nether-cap temperature, and so being able to freeze?? This is all theoretical, I'm not able to test it right now, but if you're able it would be good !!SCIENCE!! ;)--[[User:Kaos|Kaos]] 13:39, 22 April 2011 (UTC)</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Wool&diff=146432v0.31:Wool2011-04-19T16:21:13Z<p>Coaldiamond: Wool was on list of 'most wanted pages', so I filled it in.</p>
<hr />
<div>{{quality|Fine|[[User:Coaldiamond|-Coaldiamond]] 16:21, 19 April 2011 (UTC)}}{{av}}<br />
<br />
'''Wool''' is produced after {{L|Shearing}} one of a handful of animals. Animals can eventually be sheared again to produce more wool after some months have passed. Wool can be spun into {{L|yarn}} which can be turned into {{L|cloth}} at a {{L|loom}}, which then can be used to create a variety of textile products such as {{L|bag}}s, {{L|clothing}}, {{L|rope}} or {{L|crafts}}. ''(For a full discussion of the process and possibilities, see {{L|clothing industry}}.)''<br />
<br />
==See Also==<br />
* {{L|Textile industry}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Graphics_set_repository&diff=146431v0.31:Graphics set repository2011-04-19T16:11:39Z<p>Coaldiamond: format change</p>
<hr />
<div>{{quality|Exceptional|08:55, 31 July 2010 (UTC)}}{{av}} <br />
<br />
==18x18 square graphics sets==<br />
===Ironhand and Wormslayer's Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Ironhandtileset.png|270px]]<br/>[[Image:IronhandDwarves.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]<br />
| author = Ironhand and Wormslayer<br />
| sprite = 18&times;18<br />
| resolution = 1440x450<br />
| current version = 0.57<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
==16×16 square graphics sets==<br />
===Phoebus' Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Phoebus_16x16.png]]<br />
[[Image:Phoebus_Dwarves.png]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=57557.0 Official Forum Thread]<br />
| author = Phoebus<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.31.25v05<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
===Chariot's Full Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Chariot_dwarves.PNG]]<br/>[[Image:Chariot_animals.PNG]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=1202 DFFD Link]<br />
| author = [[User:Chariot|Chariot]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.97<br />
| df compatible = 0.31.06<br />
| installation = Instructions in link<br />
| comments = Last updated: June 9th, 2010<br />
}}<br />
<br />
===Cyster's Dwarven Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves_cyster.png]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2086 DFFD Link]<br />
| author = [[User:Cyster|Cyster]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 1.0<br />
| df compatible = 0.31.03<br />
| installation = Instructions in link.<br />
| comments = Last updated: April 12, 2010<br />
Dwarven graphics set only, stand-alone -- no pre-packaged version currently available.<br />
}}<br />
<br />
===Mayday's Graphic Set===<br />
{{GraphicsSet<br />
| image = [[Image:DFG13.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53649.0 Official Forum Thread]<br />
| author = [[User:Mikemayday|Mikemayday]]<br />
| sprite = 16&times;16<br />
| resolution = 1280 horizontal<br />
| current version = 31_21<br />
| df compatible = 0.31.21<br />
| installation = All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles<br />
| comments = Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).<br />
}}<br />
for linux and mac, there's now an install script out there which applies a diff to the current DF installation, see http://github.com/rofl0r/df-mayday. it worked with 0.31.25 on linux.<br />
the way it works is a diff file with a little context, so it can in theory be applied to any new DF version, as long as the raws aren't changed too heavily. the diff file used didn't need a single change in .14-.25.<br />
additionally, it automatically fixes accented characters used in names, to look better with the tileset.<br />
<br />
==14×16 non-square graphics sets==<br />
===Deep Qantas: Expanded===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves2_dqe.png]]<br/>[[Image:Standard_dqe.png]]<br />
| download link = [http://www.bay12games.com/forum/index.php?topic=53471.0 The Forum Thread]<br />
| author = (Deep Qantas, Dystopian Rhetoric),[[User:Stele007|Stele007]]<br />
| sprite = 14&times;16<br />
| resolution = 1120&times;400<br />
| current version = 1.52<br />
| df compatible = 0.31.03<br />
| installation = Comes pre-installed or available to copy to raw and savegame raw folders<br />
| comments = Last updated: April 13th, 2010<br />
Expands the original Deep Qantas tileset. Adds more creatures, animals, and professions for other races. Uses Dystopian Rhetoric set for unfinished tiles<br />
}}<br />
<br />
==12×12 square graphics sets==<br />
===Geoduck's Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample01.png|144px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress.html Geoduck's Dwarf Fortress page]<br />
| author = Geoduck<br />
| sprite = 12&times;12<br />
| resolution = 1024&times;768<br />
| current version = 2.4<br />
| df compatible = 0.31.21<br />
| installation = Instructions at download site<br />
| comments = Last updated: March 19, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.<br />
}}<br />
<br />
==8×12 non-square graphics sets==<br />
===Coaldiamond's DF+ Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:DF+Reposit.png|270px]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2533 Dwarf Fortress Plus]<br />
| author = [[User:Coaldiamond|Coaldiamond]]<br />
| sprite = 8&times;12<br />
| resolution = (small window: 640&times;300), (full screen: 1280&times;1020)<br />
| current version = 0.31.25<br />
| df compatible = 0.31.25<br />
| installation = None needed. Just [http://dffd.wimbli.com/file.php?id=2533 download], unzip, and enjoy. <br />
| comments = Last updated: 10th of April, 2011<br />
[[User:Coaldiamond|Screen caps!]] <br /> Dwarf Fortress Plus Repack also includes the latest version of Dwarf Therapist and the Stonesense isometric viewer (both compatible with v0.31.25). You may also prefer to grab the [http://dffd.wimbli.com/file.php?id=2839 DF+ graphics only] files, if you feel confident about doing the setup on your own. This graphic set is an update to the classic graphics pack created by Plac1d, whose graphics reminded me of playing Colonization and Civilization II. I've created content and updates to accommodate the changes made in DF2010. Starting resolution is 640x300 pixels wide, but you can maximize the window and zoom in x4 for a crisp, close up view. <br />
}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=User:Coaldiamond&diff=145594User:Coaldiamond2011-04-11T18:28:34Z<p>Coaldiamond: </p>
<hr />
<div>'''A wild GRAPHICS PACKAGE appears!'''<br />
<br />
-Download [http://dffd.wimbli.com/file.php?id=2533 DWARF FORTRESS PLUS] for the prepackaged and ready to play experience (v0.31.25).<br />
<br />
OR you prefer the DIY approach:<br /><br />
-Download the [http://dffd.wimbli.com/file.php?id=2839 DF+Graphics Files] for yourself.<br />
-Remember to change the settings in your init.txt file<br /><br />
<br />
This graphics pack works really well when your monitor resolution is at least 1280 pixels wide.<br />
<br />
This graphics set is very sharp at zoomed-out view, and the close up view.<br />
Just four clicks on the mouse wheel brings you in close like the old timey DF view.<br /><br />
'''Screen caps for the curious:'''<br /><br />
[[File:Composite_copy.png]]<br />
<br />
'''A brief history of the world and its kingdoms. '''<br />
[[File:DF+scMap2.png]]<br />
<br />
'''An adventurer stands at a crossroads and takes in the weather'''<br />
[[File:DF+Cap2.png]]<br />
<br />
'''Zoom out with the mouse scroll wheel to survey a whole town, or zoom in to focus on important battles.'''<br />
[[File:DF+Cap3.png]]<br />
<br />
'''An underground farm and the nearby workshops for the farmers, cooks, and brewers.'''<br />
[[File:DF+sc6.png]]<br />
<br />
'''Axedwarves charge a Forgotten Beast while yellow dralthas scatter to the south'''<br />
[[File:DF+sc7.png]]<br />
<br />
'''This graphics set is very sharp at zoomed-out view, and the close up view.'''<br />
'''Just four clicks on the mouse wheel brings you in close like the old timey DF view.'''<br />
<br />
Note from Coaldiamond - In the spirit of full disclosure, the Plac1d's original work comprises about 88% of the creative content of this graphics set. My own contributions are roughly 12% of this repack, mostly consisting of the new cavern critters and animalmen, though I have made a handful of edits and new graphics for other various critters.</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=File:DF%2BReposit.png&diff=145521File:DF+Reposit.png2011-04-10T20:02:17Z<p>Coaldiamond: uploaded a new version of "File:DF+Reposit.png"</p>
<hr />
<div>A sample image for the Graphics Repository</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Graphics_set_repository&diff=145519v0.31:Graphics set repository2011-04-10T19:55:50Z<p>Coaldiamond: /* Coaldiamond's DF+ Graphics Pack */</p>
<hr />
<div>{{quality|Exceptional|08:55, 31 July 2010 (UTC)}}{{av}} <br />
<br />
==18x18 square graphics sets==<br />
===Ironhand and Wormslayer's Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Ironhandtileset.png|270px]]<br/>[[Image:IronhandDwarves.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]<br />
| author = Ironhand and Wormslayer<br />
| sprite = 18&times;18<br />
| resolution = 1440x450<br />
| current version = 0.56<br />
| df compatible = 0.31.24<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
==16×16 square graphics sets==<br />
===Phoebus' Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Phoebus_16x16.png]]<br />
[[Image:Phoebus_Dwarves.png]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=57557.0 Official Forum Thread]<br />
| author = Phoebus<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.31.25v05<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
===Chariot's Full Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Chariot_dwarves.PNG]]<br/>[[Image:Chariot_animals.PNG]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=1202 DFFD Link]<br />
| author = [[User:Chariot|Chariot]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.97<br />
| df compatible = 0.31.06<br />
| installation = Instructions in link<br />
| comments = Last updated: June 9th, 2010<br />
}}<br />
<br />
===Cyster's Dwarven Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves_cyster.png]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2086 DFFD Link]<br />
| author = [[User:Cyster|Cyster]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 1.0<br />
| df compatible = 0.31.03<br />
| installation = Instructions in link.<br />
| comments = Last updated: April 12, 2010<br />
Dwarven graphics set only, stand-alone -- no pre-packaged version currently available.<br />
}}<br />
<br />
===Mayday's Graphic Set===<br />
{{GraphicsSet<br />
| image = [[Image:DFG13.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53649.0 Official Forum Thread]<br />
| author = [[User:Mikemayday|Mikemayday]]<br />
| sprite = 16&times;16<br />
| resolution = 1280 horizontal<br />
| current version = 31_21<br />
| df compatible = 0.31.21<br />
| installation = All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles<br />
| comments = Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).<br />
}}<br />
for linux and mac, there's now an install script out there which applies a diff to the current DF installation, see http://github.com/rofl0r/df-mayday. it worked with 0.31.25 on linux.<br />
the way it works is a diff file with a little context, so it can in theory be applied to any new DF version, as long as the raws aren't changed too heavily. the diff file used didn't need a single change in .14-.25.<br />
additionally, it automatically fixes accented characters used in names, to look better with the tileset.<br />
<br />
==14×16 non-square graphics sets==<br />
===Deep Qantas: Expanded===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves2_dqe.png]]<br/>[[Image:Standard_dqe.png]]<br />
| download link = [http://www.bay12games.com/forum/index.php?topic=53471.0 The Forum Thread]<br />
| author = (Deep Qantas, Dystopian Rhetoric),[[User:Stele007|Stele007]]<br />
| sprite = 14&times;16<br />
| resolution = 1120&times;400<br />
| current version = 1.52<br />
| df compatible = 0.31.03<br />
| installation = Comes pre-installed or available to copy to raw and savegame raw folders<br />
| comments = Last updated: April 13th, 2010<br />
Expands the original Deep Qantas tileset. Adds more creatures, animals, and professions for other races. Uses Dystopian Rhetoric set for unfinished tiles<br />
}}<br />
<br />
==12×12 square graphics sets==<br />
===Geoduck's Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample01.png|144px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress.html Geoduck's Dwarf Fortress page]<br />
| author = Geoduck<br />
| sprite = 12&times;12<br />
| resolution = 1024&times;768<br />
| current version = 2.4<br />
| df compatible = 0.31.21<br />
| installation = Instructions at download site<br />
| comments = Last updated: March 19, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.<br />
}}<br />
<br />
==8×12 non-square graphics sets==<br />
===Coaldiamond's DF+ Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:DF+Reposit.png|270px]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2533 Dwarf Fortress Plus]<br />
| author = [[User:Coaldiamond|Coaldiamond]]<br />
| sprite = 8&times;12<br />
| resolution = (small window: 640&times;300), (full screen: 1280&times;1020)<br />
| current version = 0.31.25<br />
| df compatible = 0.31.25<br />
| installation = None needed. Just download from the above link and you have a copy of DF+ ready to go! Dwarf Fortress Plus Repack also includes the latest version of Dwarf Therapist and the Stonesense isometric viewer. You may also prefer to grab the [http://dffd.wimbli.com/file.php?id=2839 DF+ graphics only] files, if you feel confident about doing the setup on your own.<br />
| comments = Last updated: 10th of April, 2011<br />
[[User:Coaldiamond|Screen caps!]] <br /> This is an update to the classic graphics pack created by Plac1d, whose graphics reminded me of playing Colonization and Civilization II. I've created content and updates to accommodate the changes made in DF2010. Starting resolution is 640x300 pixels wide, but you can maximize the window and zoom in x4 for a crisp, close up view.<br />
}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Graphics_set_repository&diff=145518v0.31:Graphics set repository2011-04-10T19:49:15Z<p>Coaldiamond: /* Coaldiamond's DF+ Graphics Pack */</p>
<hr />
<div>{{quality|Exceptional|08:55, 31 July 2010 (UTC)}}{{av}} <br />
<br />
==18x18 square graphics sets==<br />
===Ironhand and Wormslayer's Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Ironhandtileset.png|270px]]<br/>[[Image:IronhandDwarves.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]<br />
| author = Ironhand and Wormslayer<br />
| sprite = 18&times;18<br />
| resolution = 1440x450<br />
| current version = 0.56<br />
| df compatible = 0.31.24<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
==16×16 square graphics sets==<br />
===Phoebus' Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:Phoebus_16x16.png]]<br />
[[Image:Phoebus_Dwarves.png]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=57557.0 Official Forum Thread]<br />
| author = Phoebus<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.31.25v05<br />
| df compatible = 0.31.25<br />
| installation = Available pre-installed or as a patch<br />
| comments = <br />
}}<br />
<br />
===Chariot's Full Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Chariot_dwarves.PNG]]<br/>[[Image:Chariot_animals.PNG]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=1202 DFFD Link]<br />
| author = [[User:Chariot|Chariot]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 0.97<br />
| df compatible = 0.31.06<br />
| installation = Instructions in link<br />
| comments = Last updated: June 9th, 2010<br />
}}<br />
<br />
===Cyster's Dwarven Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves_cyster.png]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2086 DFFD Link]<br />
| author = [[User:Cyster|Cyster]]<br />
| sprite = 16&times;16<br />
| resolution = 1280&times;400<br />
| current version = 1.0<br />
| df compatible = 0.31.03<br />
| installation = Instructions in link.<br />
| comments = Last updated: April 12, 2010<br />
Dwarven graphics set only, stand-alone -- no pre-packaged version currently available.<br />
}}<br />
<br />
===Mayday's Graphic Set===<br />
{{GraphicsSet<br />
| image = [[Image:DFG13.png|270px]]<br />
| download link = [http://www.bay12forums.com/smf/index.php?topic=53649.0 Official Forum Thread]<br />
| author = [[User:Mikemayday|Mikemayday]]<br />
| sprite = 16&times;16<br />
| resolution = 1280 horizontal<br />
| current version = 31_21<br />
| df compatible = 0.31.21<br />
| installation = All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles<br />
| comments = Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).<br />
}}<br />
for linux and mac, there's now an install script out there which applies a diff to the current DF installation, see http://github.com/rofl0r/df-mayday. it worked with 0.31.25 on linux.<br />
the way it works is a diff file with a little context, so it can in theory be applied to any new DF version, as long as the raws aren't changed too heavily. the diff file used didn't need a single change in .14-.25.<br />
additionally, it automatically fixes accented characters used in names, to look better with the tileset.<br />
<br />
==14×16 non-square graphics sets==<br />
===Deep Qantas: Expanded===<br />
{{GraphicsSet<br />
| image = [[Image:Dwarves2_dqe.png]]<br/>[[Image:Standard_dqe.png]]<br />
| download link = [http://www.bay12games.com/forum/index.php?topic=53471.0 The Forum Thread]<br />
| author = (Deep Qantas, Dystopian Rhetoric),[[User:Stele007|Stele007]]<br />
| sprite = 14&times;16<br />
| resolution = 1120&times;400<br />
| current version = 1.52<br />
| df compatible = 0.31.03<br />
| installation = Comes pre-installed or available to copy to raw and savegame raw folders<br />
| comments = Last updated: April 13th, 2010<br />
Expands the original Deep Qantas tileset. Adds more creatures, animals, and professions for other races. Uses Dystopian Rhetoric set for unfinished tiles<br />
}}<br />
<br />
==12×12 square graphics sets==<br />
===Geoduck's Graphics Set===<br />
{{GraphicsSet<br />
| image = [[Image:Geoducksample01.png|144px]]<br />
| download link = [http://cook.web.eschelon.com/dwarffortress.html Geoduck's Dwarf Fortress page]<br />
| author = Geoduck<br />
| sprite = 12&times;12<br />
| resolution = 1024&times;768<br />
| current version = 2.4<br />
| df compatible = 0.31.21<br />
| installation = Instructions at download site<br />
| comments = Last updated: March 19, 2011<br />
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.<br />
}}<br />
<br />
==8×12 non-square graphics sets==<br />
===Coaldiamond's DF+ Graphics Pack===<br />
{{GraphicsSet<br />
| image = [[Image:DF+Reposit.png|270px]]<br />
| download link = [http://dffd.wimbli.com/file.php?id=2533 Dwarf Fortress Plus]<br />
| author = [[User:Coaldiamond|Coaldiamond]]<br />
| sprite = 8&times;12<br />
| resolution = 640&times;300<br />
| current version = 0.31.25<br />
| df compatible = 0.31.25<br />
| installation = None needed. Just download from the above link and you have a copy of DF+ ready to go! Dwarf Fortress Plus Repack also includes the latest version of Dwarf Therapist and the Stonesense isometric viewer. You may also prefer to grab the [http://dffd.wimbli.com/file.php?id=2839 DF+ graphics only] files, if you feel confident about doing the setup on your own.<br />
| comments = Last updated: 10th of April, 2011<br />
[[User:Coaldiamond|Screen caps!]] <br /> This is an update to the classic graphics pack created by Plac1d, whose graphics reminded me of playing Colonization and Civilization II. I've created content and updates to accommodate the changes made in DF2010. Starting resolution is 640x300 pixels wide, but you can maximize the window and zoom in x4 for a crisp, close up view.<br />
}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=File:DF%2BTileset.png&diff=145517File:DF+Tileset.png2011-04-10T19:44:07Z<p>Coaldiamond: uploaded a new version of "File:DF+Tileset.png":&#32;Updated for v0.31.25</p>
<hr />
<div>Coaldiamond's edited Tileset. For use with Coaldiamond's Graphical Repack.</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&diff=142796v0.31:Dwarf2011-03-27T06:39:38Z<p>Coaldiamond: Having just read that the dwarven children are born with (hair length=0), I thought I would amend this sentence,</p>
<hr />
<div>{{Quality|Exceptional|07:49, 9 August 2010 (UTC)}}<br />
{{CreatureInfo v0.31<br />
|name=Dwarf<br />
|symbol=☺ |color=3:0:0<br />
|biome=* Any<br />
|death=nobutcher<br />
|contrib=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
[[Image:Dwarf.jpg|206px|thumb|A {{L|graphite}} engraving of a dwarf.]]<br />
<br />
'''Dwarves''' are "intelligent" [[:Category:DF2010:Humanoids|humanoid]] {{L|creatures}} with disproportionately large livers that live in {{L|fortress}}es carved from {{L|mountain}}s, and are very well known for their stout appearance and the big {{L|beard}}s covering the faces of the males. They are the featured {{L|civilization|race}} of {{L|Dwarf fortress mode|Fortress Mode}} and are also one of the races playable in {{L|Adventurer mode|Adventure Mode}}. They are mainly interested in acquiring wealth and rare {{L|metal}}s, especially {{L|adamantine}}. Their most hated enemies are the <strike>{{L|elves}}</strike> {{L|goblin}}s.<br />
<br />
Dwarven {{L|children}} become adults at their twelfth birthday, and live to around 150-170 years of age. Compared to humans, Dwarves are stronger, shorter, stockier, and hairier (male dwarven children begin growing beards immediately after birth) than humans. They are tough with a heightened sense of their surroundings and are highly focused and <s>intellectual</s> "intellectual" creatures.<br />
<br />
Dwarves are the only race that sometimes enters a {{L|martial trance}} when beset by many foes, which gives them combat bonuses. They are also {{L|alcohol}}-dependent and work slowly if deprived of it for long. Some specimens have been known to develop an {{L|cave adaptation|intolerance for sunlight}}.<br />
<br />
In accounts of exploits or {{L|fun}}, the generic name [[Urist]] is sometimes used in place of any specific dwarf name. Several nicknames for dwarves also exist; some are less polite than others.<br />
<br />
== Dwarves in Fortress Mode ==<br />
<br />
As a {{L|trading}} race, Dwarves will send a {{L|caravan}} every year in the {{L|Calendar|fall}}. {{L|Immigrant}}s will be more attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress.<br />
<br />
You cannot start your fortress where another fortress exists.<br />
<br />
== Dwarves in Adventure Mode ==<br />
<br />
Dwarven fortresses do not have any {{L|shop}}s, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.<br />
<br />
Dwarven characters always start with {{L|steel}} or {{L|iron}} {{L|weapon}}s and {{L|armor}}, making them the best-equipped race. Unfortunately, {{L|human}}-made armor is too large for them to wear, and humans are the only race with shops, 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.<br />
<br />
== Mythology ==<br />
<br />
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 {{L|gold}}, {{L|silver}}, and {{L|gem|precious stones}}, and pass their time fabricating costly weapons and armor. They are famed {{L|miner}}s and {{L|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 {{L|strange mood}}s and {{L|Legendary artifact}}s.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
<br />
{{Category|Races}}<br />
{{Category|Humanoids}}<br />
{{Category|Creatures}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Jug&diff=138433v0.31:Jug2011-03-16T15:00:49Z<p>Coaldiamond: updated info about jugs and honey.</p>
<hr />
<div>{{av}}{{Quality|Tattered}}<br />
<br />
'''Jugs''' are a type of container, made from {{L|ceramic}} at a {{L|kiln}} or from stone by a {{L|stone crafter}}. They are used in {{l|Beekeeping industry|beekeeping}} to store royal jelly. Depending on the starting materials used, jugs can be {{L|earthenware}}, {{L|stoneware}}, or {{L|porcelain}}. While stoneware and porcelain jugs are ready to use for honey collection, earthenware jugs need to be {{L|glaze}}d before they can be used to hold liquids like honey.<br />
<br />
<br />
{{Category|Items}}</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Hive&diff=138432v0.31:Hive2011-03-16T14:53:20Z<p>Coaldiamond: Updated info about bees stinging dwarves</p>
<hr />
<div>{{Quality|Fine}}{{av}}<br />
<br />
A hive is a building used to house {{L|honey bee}}s. A {{L|tool|hive}} must first be created in a workshop before it can be {{k|b}}uilt. Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal. Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.<br />
<br />
In order to house bees, a hive must be constructed on or adjacent to a tile that is {{L|Tile attributes|above ground}}. A dwarf with the {{L|beekeeping}} labor enabled will place bees in any hive toggled to "install colony when ready," so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split. <br />
<br />
Once a hive contains bees, it will eventually become "ready to be split," which will allow a beekeeper to populate an empty hive using bees from the original. Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting. Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony. Dwarven hives appear to magically transform {{L|bumblebee}}s into honey bees, so a wild bumblebee colony will work if no honey bee colony exists on the map.<br />
<br />
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split. If the hive is toggled to "gather any products," a beekeeper will harvest the {{L|honeycomb}} and {{L|royal jelly}}, assuming he has access to a suitable {{L|jug}} in which to put the royal jelly. This process kills the bees. Royal jelly can be eaten or cooked, and the honeycomb is processed at a {{L|screw press}} workshop to yield {{L|wax}} and {{L|honey}}.<br />
<br />
Honeybees in their artificial hive can and will sting your dwarves. Worker bees occasionally appear within a few tiles of a hive and are presumed to be responsible for stinging dwarves. It is likely that an inexperienced beekeeper will receive a bee sting when gathering the products of a hive. Additionally, it has been observed that placing a {{L|Activity zone#Meeting Area|Meeting zone}} next to hives puts idle dwarves at serious risk of being stung. <br />
<br />
Bee stings currently seem to be inconsequential. Bee stings do not appear to be recorded as wounds, but the {{L|Health screen}} will show "Slight pain" for the stung dwarf. Being stung does not seem to produce a bad thought.</div>Coaldiamondhttps://dwarffortresswiki.org/index.php?title=v0.31:Wood_hauling&diff=138171v0.31:Wood hauling2011-03-11T18:00:47Z<p>Coaldiamond: added rediect. Shoudl clear up a few redlinks.</p>
<hr />
<div>#REDIRECT [[Hauling]]</div>Coaldiamond