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Difference between revisions of "Status icon"

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* {{Tile|+|4:7:1}} '''Major [[Wound|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.
 
* {{Tile|+|4:7:1}} '''Major [[Wound|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.
 
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move or breathe, and may suffocate while in this state. Caused by [[syndrome|poison]] or severe brain damage.
 
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move or breathe, and may suffocate while in this state. Caused by [[syndrome|poison]] or severe brain damage.
* {{Tile|X|3:1}} '''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]].
+
* {{Tile|X|3:1}} '''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.
 
* {{Tile|X|2:1}} '''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.
 
* {{Tile|X|2:1}} '''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.
 
* {{Tile|X|7:0}} '''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.
 
* {{Tile|X|7:0}} '''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.

Revision as of 23:54, 3 July 2020

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

Status icons are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.

The most important status changes

Flashing

flashes to...

  • Legendary: The dwarf has a skill that has reached Legendary level - take care of these fellows. Notable historical figures (including megabeasts) also flash, but at a different rate.
  • On Fire: The dwarf is on fire. The tile flashes quickly between red and yellow. Other creatures on fire flash as well. Already yellow dwarfs or creatures such as a carpenter, spearmaster, etc. will flash to red.
  • X 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.
  • ? No Job: The creature has no job and no destination. Tame animals will get this while they are being dragged to a restraint, cage, or butcher's shop.
  • ? No Destination: The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job, or momentarily flashes after finishing a task.
  • -\|/- Multiple Creatures: More than one creature is on the same tile. The game will switch between them using this animated line.
  • Hungry: The dwarf needs food badly, or a grazing animal needs to eat grass.
  • Thirsty: The dwarf needs water or alcohol.
  • Drowsy: The dwarf wants sleep.
  • 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.
  • Distractedv0.42.01: The dwarf is distracted by unmet needs.
  • Z 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.
  • ! 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.
  • ! Possessed: The same thing as a fey mood, but without the skill increase.
  • ! Secretive Mood: The same thing as a fey mood, though with more cryptic clues.
  • ! Fell Mood: Similar to a fey mood, except the individual will murder a fellow dwarf and use the corpse to make the artifact.
  • ! Macabre Mood: Similar to a fell mood, though not requiring the death of a dwarf.
  • ! Emotional breakdown: 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.
  • ! Emotional breakdown: 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.
  • ! Emotional breakdown: 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.
  • ! 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.
  • ! 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.
  • ! 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.
  • ! 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.
  • ! 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.
  • ! Terrified: Scared and probably running away from danger.
  • 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.
  • + 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.
  • + 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.
  • Paralyzed: The creature cannot move or breathe, and may suffocate while in this state. Caused by poison or severe brain damage.
  • X 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.
  • X 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.
  • X 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.
  • X 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.
  • X 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.
  • X Yielding: The creature is attempting to surrender. Adventure mode only.
  • " Playing Make Believev0.42.01: A dwarven child is playing without the need for a toy.
  • " Telling a Storyv0.42.01: Dwarves in taverns will tell stories to their fellows.
  • " Reciting Poetryv0.42.01: A poet is reciting poetry.
  • Performingv0.42.01: Dwarves and visitors in taverns will sing, dance, and play instruments.

In addition to the above symbols, creatures hauling an object will alternate between their usual icon and the icon of the object they are carrying.

Non-flashing

  • Prone: The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. As Prone creatures move and work significantly slower, make sure to remember to stand up if this happens in adventure mode.
  • Airborne: The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall, or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to view a creature in this state (though it is possible to look) – but you'd probably be better off covering your eyes, anyway. Creatures that are flying under their own power are displayed normally.
  • Under Water: The creature is - you guessed it - under water. If a large fish is not in this state, it is air-drowning.
  • Webbed: The icon that shows when a creature walks into a giant cave spider's web.
  • Last seen: Indicates a hidden tile that contained a creature when last visible. Adventure mode only.
  • Dead: This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress. 'e's an ex-dwarf! Legendary dwarves and foes will still alternate colors after death.