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Difference between revisions of "Status icon"

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==Trivia==
 
==Trivia==
*Unlike the older versions of the game, the following statuses do not have their own thought bubble icon: [[legendary]], on [[fire]], multiple creatures standing on the exact same tile, catatonic, prone, being thrown airborne, webbed, underwater, missing and dead. Many of these statuses are represented in different ways.
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*Unlike the older versions of the game, the following statuses do not have their own thought bubble icon: legendary, on fire, multiple creatures standing on the exact same tile, catatonic, prone, being thrown airborne, webbed, underwater, missing and dead. Many of these statuses are represented in different ways.
 
**Fortress residents that have legendary skills do not flash, however their name colors still do when viewing them in lists.
 
**Fortress residents that have legendary skills do not flash, however their name colors still do when viewing them in lists.
 
**Creatures on fire will have an animated fire sprite overlapping their icon.
 
**Creatures on fire will have an animated fire sprite overlapping their icon.

Revision as of 05:23, 3 January 2023

This article is about the current version of DF.
Note that some content may still need to be updated.

Status icons are symbols that appear over a creature's head when it is under a certain effect. When a creature has multiple status icons, they will appear in succession.

Icons

All status icons.
A dwarf becomes a !!dwarf!!
  • Status migrant icon.png Migrant: The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.
  • Status nojob icon.png No Job: The creature has no job and no destination.
  • Status nodest icon.png No Destination: The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily shows when they first get a job, or momentarily flashes after finishing a task.
  • Status hungry icon.png Hungry: The dwarf needs food badly, or a grazing animal needs to eat grass.
  • File:Status thirsty icon.png Thirsty: The dwarf needs water or alcohol.
  • Status drowsy icon.png Drowsy: The dwarf wants sleep.
  • Status stressed icon.png Stressed: The dwarf is feeling the effects of stress. Not a good sign for a fortress, as it can lead to emotional breakdowns (detailed on the Stress page) and eventual insanity if left to accumulate.
  • Status distracted icon.png Distracted: The dwarf is distracted by unmet needs.
  • Status sleeping icon.png Sleeping: This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood. A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.
  • Status feymood icon.png Fey Mood: The dwarf will find a workshop, get materials, and make an artifact. After this, the dwarf will have a skill increase to Legendary, along with attributes. If the required workshop and items are not available, the dwarf will eventually go insane, berserk, or melancholy.
  • Status possessed icon.png Possessed: The same thing as a fey mood, but without the skill increase.
  • Status secretive icon.png Secretive Mood: The same thing as a fey mood, though with more cryptic clues.
  • Status fellmood icon.png Fell Mood: Similar to a fey mood, except the individual will murder a fellow dwarf and use the corpse to make the artifact.
  • Status macabre icon.png Macabre Mood: Similar to a fell mood, though not requiring the death of a dwarf.
  • Status tantrum icon.png Tantrum: The dwarf is throwing a tantrum, this can lead to injuries and damage to buildings. Don't ever ignore a dwarf in this state, however, and take measures to relieve stress for that dwarf.
  • Status oblivious icon.png Oblivious: The dwarf is stumbling around obliviously. This is a less violent emotional breakdown, but it may be followed by permanent insanity if the stress continues.
  • Status depression icon.png Depression: The dwarf has slipped into depression, and is completely unresponsive to the world. It's temporary, but it may be followed by permanent insanity if the stress continues.
  • Status madness icon.png Madness: Dwarves (and merchants) may eventually go crazy and babble, leading to this icon. Madness may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Stark raving mad creatures move erratically around while randomly removing and dropping articles of clothing until they die of hunger or thirst. Madness is a form of insanity.
  • Status melancholy icon.png Melancholy: Dwarves (and merchants) may eventually become unbearably depressed, leading to this icon. Melancholy may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Melancholy creatures sulk around slowly until they die of hunger or thirst or commit suicide in a lake or chasm. Melancholy is a form of insanity.
  • Status berserk icon.png Berserk: Dwarves (and merchants) may eventually enter a homicidal rage, leading to this icon. Berserk rage may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Berserk creatures attack any creatures in sight until they die of hunger or thirst or are dealt with by the military. Berserk is an extremely dangerous form of insanity.
  • Status enraged icon.png Enraged: A creature may become enraged when faced with insurmountable odds, particularly after another creature nearby is killed, or in response to a non-critical strike to the head. An Enraged being strikes more powerfully, but can only perform wild attacks, charges, and wrestling maneuvers. The frequency rate of Enragement is dependent on Anger Propensity.
  • Status martial icon.png Martial Trance: When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. Toady One has said: You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that). Dwarves in this state will seek fights with enemy or neutral creatures.
  • Status enraged icon.png Terrified: Scared and probably running away from danger. Also very common with defenseless animals that witness something frightening.
  • Status wrestling icon.png Wrestling: It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.
  • Status minorinjury icon.png Minor Injury: Any wound that leaves only one hand in working condition, including severings. Minor blood loss (Listed as "Faint" in wounds screen.) will also trigger this status flag.
  • Status majorinjury icon.png Major Injury: Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet. Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permanently as he goes about his day. Major blood loss (Listed as "Pale" in wounds screen.) will also trigger this status flag.
  • Status paralyzed icon.png Paralyzed: The creature cannot move or breathe, and may suffocate while in this state. Caused by poison or severe brain damage.
  • Status stunned icon.png Stunned: Dwarves can be stunned because of pain, or from being thrown during wrestling. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a cave-in, or as a result of minor cave adaptation. Stunned creatures suffer major penalties to their skills.
  • Status nausea icon.png Nausea: Can be caused by cave adaptation, and will cause vomit, or during combat, when one spears another through the vital organs in the abdomen.
  • Status winded icon.png Winded: When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.
  • Status unconscious icon.png Unconscious: A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious. Regardless of the cause, any creature that falls unconscious on a trap will trigger it, with messy and/or humorous results.
  • Status fevered icon.png Fevered: This dwarf has a fever. Exact results of a fever are unknown, but may indicate other health problems. Feverish dwarves appear to have some of the mental attributes lowered. Fevers are commonly caused by syndromes.
  • Status yielded icon.png Yielding: The creature is attempting to surrender. Adventure mode only.
  • Status pretend icon.png Playing Make Believe: A dwarven child is playing without the need for a toy.
  • Status fevered icon.png Telling a Story: Dwarves in taverns will tell stories to their fellows.
  • Status reciting icon.png Reciting Poetry: A poet is reciting poetry.
  • Status performing icon.png Performing: Dwarves and visitors in taverns will sing, dance, and play instruments.

Trivia

  • Unlike the older versions of the game, the following statuses do not have their own thought bubble icon: legendary, on fire, multiple creatures standing on the exact same tile, catatonic, prone, being thrown airborne, webbed, underwater, missing and dead. Many of these statuses are represented in different ways.
    • Fortress residents that have legendary skills do not flash, however their name colors still do when viewing them in lists.
    • Creatures on fire will have an animated fire sprite overlapping their icon.
    • Multiple creatures do not give the tile a unique animation, instead, the game will simply alternate between the sprites of those standing in that spot.
    • Dead creatures instead have their own unique sprite where they lay horizontal and have less color to them.
    • There are no unique icons for being catatonic, prone, webbed, missing, nor being underwater.