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{{Quality|Masterwork}}
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{{Quality|Masterwork|20:51, 20 September 2016 (UTC)}}
 
{{Creaturelookup/0
 
{{Creaturelookup/0
|image=Dwarf sprite.png
 
|portrait=df_dwarf_portrait.png
 
 
|death=nobutcher
 
|death=nobutcher
 
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{{av}}
 
{{av}}
 
{{creaturedesc}}
 
{{creaturedesc}}
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[[Image:Dwarf.jpg|206px|thumb|This is a masterfully-designed engraving of a Dwarf and a battle axe.]]
 
[[Image:Dwarf.jpg|206px|thumb|This is a masterfully-designed engraving of a Dwarf and a battle axe.]]
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'''Dwarves''' (singular, '''Dwarf''') are [[Stupid dwarf trick|"intelligent"]], [[alcohol]]-[[Creature_token#ALCOHOL_DEPENDENT|dependent]], {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventurer mode]]. They are well known for their stout physique and prominent [[beard]]s (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average [[human]], have a heightened sense of their surroundings and possess perfect darkvision. Dwarves live both in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]] and above-ground [[hillock]]s, are naturally gifted [[miner]]s, [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.
 
'''Dwarves''' (singular, '''Dwarf''') are [[Stupid dwarf trick|"intelligent"]], [[alcohol]]-[[Creature_token#ALCOHOL_DEPENDENT|dependent]], {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventurer mode]]. They are well known for their stout physique and prominent [[beard]]s (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average [[human]], have a heightened sense of their surroundings and possess perfect darkvision. Dwarves live both in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]] and above-ground [[hillock]]s, are naturally gifted [[miner]]s, [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.
  
Dwarven civilizations typically form (mostly) peaceful, trade-based relationships with [[human]]s and [[elves]], but are bitter enemies with [[goblin]]s, and consider [[kobold]]s a petty annoyance. Dwarven babies become [[children]] one year after birth, grow up to become adults at their eighteenth birthday, and live to be around 150-170 years of age.
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Dwarven civilizations typically form (mostly) peaceful, trade-based relationships with [[human]]s and [[elves]], but are bitter enemies with [[goblin]]s, and consider [[kobold]]s a petty annoyance. Dwarven babies become [[children]] one year after birth, grow up to become adults at their twelfth birthday, and live to be around 150-170 years of age.
  
 
Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot. Note, however, that this is only applicable to player controlled dwarves in fortress mode, as they have access to mounts if they're the invading force of a [[siege]].
 
Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot. Note, however, that this is only applicable to player controlled dwarves in fortress mode, as they have access to mounts if they're the invading force of a [[siege]].
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Dwarves have the unique feature of appearing differently in the default [[tileset]]s in windowed and full-screen mode. In full-screen mode, their tiles will have little beards ({{Dwarf|7:1|15px}}), which are absent if the game is played in windowed mode.
  
 
Dwarves speak the [[Main:Dwarven language|dwarven language]].
 
Dwarves speak the [[Main:Dwarven language|dwarven language]].
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Dwarves are the current default race in fortress mode, as in, the only one that can be played without [[modding]]. As a [[trading]] race, dwarves will send a [[caravan]] every year in [[Calendar|Autumn]]. These merchants will bring back tales of a fortress's wealth and goods, which will attract [[immigration|immigrant]]s, and the [[outpost liaison]] will bring news about the goings on of the world centered mainly on the player's civilization, including results of [[mayor]]al elections, flight of various refugee groups from their forts and hillocks during [[war]]s, and replacement of [[monarch]]s if the previous incumbent dies with or without an heir.
 
Dwarves are the current default race in fortress mode, as in, the only one that can be played without [[modding]]. As a [[trading]] race, dwarves will send a [[caravan]] every year in [[Calendar|Autumn]]. These merchants will bring back tales of a fortress's wealth and goods, which will attract [[immigration|immigrant]]s, and the [[outpost liaison]] will bring news about the goings on of the world centered mainly on the player's civilization, including results of [[mayor]]al elections, flight of various refugee groups from their forts and hillocks during [[war]]s, and replacement of [[monarch]]s if the previous incumbent dies with or without an heir.
  
Dwarves may occasionally be [[Strange mood|inspired]] to create a [[legendary artifact]], an item of masterful crafting and great value. A dwarf who is successful in this quest will in most cases become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insanity|insane]]. Dwarves with the dream of creating a great work of art long for a strange mood to strike them.
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Dwarves may occasionally be [[Strange mood|struck by divine inspiration]] and desire to create a [[legendary artifact]], an item of masterful crafting and great value. A dwarf who is successful in this quest will likely become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insanity|insane]]. Dwarves with the dream of creating a great work of art long for a strange mood to strike them.
  
Being underground creatures, dwarves are not fond of the sun, and when exposed to it after [[Cave_adaptation|spending long enough in the dark]], they will experience negative thoughts and vomiting, which will be worse and last for longer the longer they have spent underground (or would if it weren't currently bugged{{bug|11901}}).
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Being underground creatures, dwarves are not fond of the sun, and when exposed to it after [[Cave_adaptation|spending long enough in the dark]] they will experience negative thoughts and vomiting, which will be worse and last for longer the longer they have spent underground (or would if it weren't currently bugged{{bug|11901}}).
  
Dwarves react to stress depending on their [[personality trait]]s; some react with fear or violence unless they've become sufficiently [[discipline]]d (or numbed) to such things, while others will not feel anything unless the stress is particularly personal. When pushed to unhappiness by unfortunate events, dwarves will go into emotional breakdowns depending on their personalities, ranging from [[depression]] to aggressive [[tantrum]]s it is not uncommon to find tantruming dwarves overturning furniture, injuring others, and generally being rowdy. Nevertheless, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or in extreme cases on the receiving end of the [[hammerer]]'s corporal punishment, though unintentionally fatal beatings from the fortress guard are not unusual. While older versions of the game were famed for their "tantrum spirals", where dwarves would enrage each other in a domino effect and destroy the fortress in the process, these are not as common in the current day, though a stressed dwarf is nonetheless a plentiful source of [[fun]].
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Dwarves react to stress depending on their [[personality trait]]s; some react with fear or violence unless they've become sufficiently [[discipline]]d (or numbed) to such things, while others will not feel anything unless the stress is particularly personal. When pushed to unhappiness by unfortunate events, dwarves will go into emotional breakdowns depending on their personalities, ranging from [[depression]] to aggressive [[tantrum]]s - it is not uncommon to find tantruming dwarves overturning furniture, injuring others, and generally being rowdy. Paradoxically, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or -- in extreme cases -- on the receiving end of the [[hammerer]]'s corporal punishment, though unintentionally fatal beatings from the fortress guard are not unusual. While older versions of the game were famed for their "tantrum spirals", where dwarves would enrage each other in a domino effect and destroy the fortress in the process, these are not as common in the current day, though a stressed dwarf is nonetheless a plentiful source of [[fun]].
  
 
== Adventurer mode ==
 
== Adventurer mode ==
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Dwarves also have the reputation of being incredibly irritable, becoming stressed at the slightest provocation. The problem was compounded by dwarven touchiness in previous versions of the game; they easily became depressed, throwing tantrums that spiraled out of control for what seemed like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably led to players' emphasis of the "dwarfy": failsafe designs, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip-mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.
 
Dwarves also have the reputation of being incredibly irritable, becoming stressed at the slightest provocation. The problem was compounded by dwarven touchiness in previous versions of the game; they easily became depressed, throwing tantrums that spiraled out of control for what seemed like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably led to players' emphasis of the "dwarfy": failsafe designs, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip-mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.
  
In accounts of exploits or [[fun]], the generic name ''[[main:Urist|Urist]]'' is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.
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In accounts of exploits or [[fun]], the generic name [[main:Urist|Urist]] is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.
  
 
== Mythology ==
 
== Mythology ==
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{{gamedata}}
 
{{gamedata}}
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|MOUNTAIN}}}}
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{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|MOUNTAIN}}}}
 
{{Creatures}}
 
{{Creatures}}
  
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{{Category|Humanoids}}
 
{{Category|Humanoids}}
 
{{Category|Creatures}}
 
{{Category|Creatures}}
[[zh:Dwarf]]
 

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