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	<updated>2026-08-17T19:40:47Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Die&amp;diff=266223</id>
		<title>Die</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Die&amp;diff=266223"/>
		<updated>2022-09-16T18:08:50Z</updated>

		<summary type="html">&lt;p&gt;Cooler: Updated the page with some findings from my playthroughs in adventure mode. Might need better formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:48, 5 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Historical dice.jpg|right|250px|thumb|Examples of dice.]]&lt;br /&gt;
{{distinguish|Death|Dye}}&lt;br /&gt;
'''Dice''' (singular ''die'') are an item randomly found in religious (not [[titan]]) [[Temple#Shrines|shrine]]s located throughout the world, with several able to spawn at [[monastery|monasteries]]. They can be picked up and rolled to divine the will of the [[Deity|gods]] relevant to the dice, granting a variety of possible effects both positive or ''[[fun]]''. Divination can be disallowed in [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
Dice come in several known varieties depending on the number of sides:&lt;br /&gt;
&lt;br /&gt;
*D20 (twenty-sided, known as &amp;quot;icosahedral&amp;quot;)&lt;br /&gt;
*D12 (&amp;quot;twelve-sided&amp;quot; or &amp;quot;dodecahedral&amp;quot;)&lt;br /&gt;
*D8 (&amp;quot;eight-sided&amp;quot; or &amp;quot;octahedral&amp;quot;)&lt;br /&gt;
*D6 (&amp;quot;six-sided&amp;quot; or &amp;quot;cubic&amp;quot;)&lt;br /&gt;
*D4 (&amp;quot;four-sided&amp;quot; or &amp;quot;tetrahedral&amp;quot; *) (* ''this is, in fact, TBC due to technical issues with it, according to Toady'') &lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], dice can be created in a [[craftsdwarf's workshop]] from [[wood]] or [[stone]]. It is not currently possible to specify the number of sides to make on dice, nor do descriptions on dice mention the number of sides that they have. Divination currently does not occur in fortress mode, making dice only usable as trading goods.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], dice can be found and used for divination by the player. Each die will have a series of images or series of numbers, with selection of images random, but seem to be related to the deity's [[sphere]]s. Effects are tied to the specific number or image on the die, but are unqiue to each specific die. Therefore rolling same number or image on same die, after the time since last divination expired, will result in same effect. A die with large amount of faces can have several numbers or images that can do same effect (such as bad or good luck curses). Multiple dice may be held and rolled at a time, though this only appears to count as rolling the die selected in the inventory, dropping all other dice while mentioning their number or image (but not their effect). Only dice found in shrines may have an effect. Dice taken in character creation can be rolled, but won't have any special effect, giving only &amp;quot;You roll.&amp;quot; text, without any additional text, as they lack any numbers or images to show after roll.&lt;br /&gt;
&lt;br /&gt;
List of known dice effects:&lt;br /&gt;
*'''Creates a random [[divine metal]] artifact-quality weapon at the tile where die was rolled. Can be any weapon, including training weapons, blowguns, large daggers or even [[trap component]] weapons, such as spike'''&lt;br /&gt;
*'''Creates a random artifact-quality piece of armor at the tile where die was rolled{{verify}}'''&lt;br /&gt;
*'''Creates a random divine metal artifact-quality shield or buckler at the tile where die was rolled'''&lt;br /&gt;
*'''Upgrades each worn item, including containers and things strapped to the upper body (like backpacks and shields). One- and two-level upgrades have been attested on this wiki so far.'''&lt;br /&gt;
*'''Grants the user an enhanced healing factor, capable of completely healing any tissue damage or other wounds rapidly (duration appears indefinite, but cannot heal certain past wounds) {{verify}}'''&lt;br /&gt;
*'''Grants the user a random friendly pet spawned nearby (seems to prefer predatory creatures, but not [[Creature token|LARGE_PREDATOR]] creatures.)'''&lt;br /&gt;
*Grants the user a week of bad luck (20% chance to receive 0% skill rate multiplier) or good luck (50% chance of 150% skill rate multiplier.)&lt;br /&gt;
*Various messages that have no effect, giving ominous, foreboding, or fateful advice or statements&lt;br /&gt;
*'''Transforms the user into a random creature for one week (seems to prefer nonpredatory creatures)'''&lt;br /&gt;
&lt;br /&gt;
It is likely that dice with more sides have more extreme effects: dice with fewer sides than 12{{verify}} cannot cause the stronger effects (shown in bold), both good or bad. Each die can only have one very positive effect in its list of possibilities; this is dependent on the specific die, not the deity represented.&lt;br /&gt;
&lt;br /&gt;
The type of divine material, from which the gifted holy item is made, will be related to the spheres of the deity associated with the dice. As such, a deity associated with mountains may bless player with a frosty metal sword.&lt;br /&gt;
&lt;br /&gt;
Dice does not have to be rolled at the shrine, so player can freely take it with themselves on adventures to roll later. If player has entire player-made party of adventurers, each character can roll the dice individually to recive their own divinations.&lt;br /&gt;
&lt;br /&gt;
Warning: Each die tied to a specific deity and using the '''any''' dice under the '''same deity's''' blessing more than twice in 24 hours - 1 week, even if dice came from different religions, will anger the gods, cursing the ill-fated thrower in a similar way to toppling over a [[statue]]. Because of this, its dangerous to roll an unknown dice if you recently recived a divination, as it may belong to same deity. If player does roll die of same god second time, they will get one (and only) warning, the next roll for same god will result in character getting cursed. However, the god(s) may choose to &amp;quot;ignore your hubris&amp;quot;, resulting in no punishment. Any creature cursed by the gods in such a way will be unable to benefit from any deity's dice again in the future.&lt;br /&gt;
&lt;br /&gt;
===Rolling a die in Adventurer Mode===&lt;br /&gt;
[[File:Adventurer_rolling_a_die.png|thumb|An adventurer rolls a four-sided divination die. The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.]]&lt;br /&gt;
You must hold the die in your hand, so either:&lt;br /&gt;
* {{k|r}}emove it from any containers you're carrying it in, or,&lt;br /&gt;
* with a hand empty, {{k|g}}et it from the ground or a pedestal;&lt;br /&gt;
then {{k|I}}nteract with the die, selecting the 'roll' option.&lt;br /&gt;
&lt;br /&gt;
Your character will then &amp;quot;Divine the will of &amp;lt;code&amp;gt;&amp;lt;DEITY&amp;gt;&amp;lt;/code&amp;gt; according to the practice of &amp;lt;code&amp;gt;&amp;lt;RELIGIOUS_ORDER&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The &amp;quot;beast transformation&amp;quot; curse seems to be treated as a normal syndrome, and, thus, can be instantly healed by simply unloading the cell (fast travelling, sleeping). However, the victim appears to suffer stat penalties afterwards, as though they still had their animal body.{{verify}}&lt;br /&gt;
*Dice may, under unknown circumstances, respawn even after being taken from their home shrine, after a cell reload.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* Some dwarves love to roll dice and play games about [[Jail|dungeon]]s and [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Items}}&lt;br /&gt;
{{category|Religion}}&lt;br /&gt;
[[ru:Die]]&lt;/div&gt;</summary>
		<author><name>Cooler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guide_to_intelligent_wilderness_creatures_in_adventurer_mode&amp;diff=266184</id>
		<title>Guide to intelligent wilderness creatures in adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guide_to_intelligent_wilderness_creatures_in_adventurer_mode&amp;diff=266184"/>
		<updated>2022-09-13T22:05:01Z</updated>

		<summary type="html">&lt;p&gt;Cooler: Removed part about all arachnids having Legendary skill in Climbing, since both of spider man types dont have it, due to lack of proper tag in their vermin counterpart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals - any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]].&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
&lt;br /&gt;
The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possible damage.) A simple punch from one of these creatures is enough to explode a human-sized foe's head, and they can also impale enemies with their tusks. &lt;br /&gt;
&lt;br /&gt;
Honorable mentions:&lt;br /&gt;
&lt;br /&gt;
* [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)&lt;br /&gt;
&lt;br /&gt;
* [[Rhinoceros man]] (60% smaller, but still huge and has a horn to gore enemies)&lt;br /&gt;
&lt;br /&gt;
* [[Elephant seal man]] (males are the same size as rhinos, and also amphibious)&lt;br /&gt;
&lt;br /&gt;
Being too big (or small) for common armors has the downside of leaving one unprotected, and thus vulnerable to dying from either infection, or a lucky hit to the head. To make armor for non-dwarves, humans, or other sapient creatures in fortress mode, you must have at least one inhabitant of the species in question.&lt;br /&gt;
&lt;br /&gt;
=== Venom ===&lt;br /&gt;
&lt;br /&gt;
The most useful venoms are the ones powerful enough to paralyze a human-sized creature, thus stopping its breathing and asphyxiating it. Therefore, the best animal men in this category are, by ascending size order (although the difference is too slight to be noticeable):&lt;br /&gt;
&lt;br /&gt;
* [[Black mamba man]]&lt;br /&gt;
&lt;br /&gt;
* [[King cobra man]]&lt;br /&gt;
&lt;br /&gt;
* [[Bushmaster man]]&lt;br /&gt;
&lt;br /&gt;
However, in adventure mode, [[syndrome]]s work 72 times slower than in fortress mode. So, in the vanilla game, you can kill your victim with weapons 5 times over, before the venom kills it. To make combat-relevant syndromes work properly in both modes, you can [[modding|mod]] their timing for adventure mode (by dividing all their timers by 72) and then add DWF_STRETCH:72 after them to slow down the effect in fort mode so they don't take effect instantly.&lt;br /&gt;
&lt;br /&gt;
Honorable mentions: Strong pain syndromes may force foes to &amp;quot;give in to pain&amp;quot; faster. So, animal men with strong pain venom, like [[Adder man]] or [[Bark scorpion man]] may be a nice plus.&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
&lt;br /&gt;
Amphibious creatures can breathe in or out of water, making them great for water exploration. The best ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Capybara man]], for being able to wear dwarf-sized armor.&lt;br /&gt;
&lt;br /&gt;
* [[Elephant seal man]], males are the biggest (but females are much smaller)&lt;br /&gt;
&lt;br /&gt;
* [[Walrus man]], big and can gore foes with his tusks&lt;br /&gt;
&lt;br /&gt;
* [[Pond turtle man]], also able to retract in his shell (the shell becomes the only body part exposed to attacks)&lt;br /&gt;
&lt;br /&gt;
Honorable mentions:&lt;br /&gt;
&lt;br /&gt;
* [[Gila monster man]] and [[platypus man]] have a venomous attack (but its effect is just some pain and swelling)&lt;br /&gt;
&lt;br /&gt;
Alligator and Saltwater crocodile men look cool in this context, but some other amphibious animal men are bigger, and they are unable to jump like the animals they are based on.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
Flying allows you to go up and down as if on stairs, but literally anywhere if there is no floor or ceiling - great for flying over obstacles, or even ocean, and to escape ground-based foes. The best ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Swan man]], the biggest flying animal man&lt;br /&gt;
&lt;br /&gt;
* [[Peregrine falcon man]], the fastest flying animal man, moving at the maximum gait of 87 kph.&lt;br /&gt;
&lt;br /&gt;
Honorable mention:&lt;br /&gt;
&lt;br /&gt;
* [[mosquito man|Mosquito women]] can suck blood with their trunks, which can be useful if you play a vampire.&lt;br /&gt;
&lt;br /&gt;
=== Arachnids ===&lt;br /&gt;
&lt;br /&gt;
Arachnid men feel no pain, stunning, no fear, are immune to paralysis, have extravision (do not need eyes to see), do not need to sleep, and most of them have venom. They also have 6 arms (and 2 pincers for scorpions), allowing them to carry 6 (or 8) weapons or shields. Since using several weapons during the same turn make them less accurate, the most optimal way to play is to use 5 (or 7) shields and a weapon, to have 5 (or 7) chances to block attacks. But hey, using 7 weapons looks much cooler. However, they are unable to swim and can't consume vegetable based food. The best ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Brown recluse spider man]], who are also immune to webs (overpowered in DF). Their venom can also cause severe localized necrosis&lt;br /&gt;
&lt;br /&gt;
* [[Bark scorpion man]], who have two pincers on top of 6 arms, thus able to use 8 weapons or shields. Starts with Legendary skill in [[climbing]]&lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
&lt;br /&gt;
Retracting into a shell protects from many attacks, as the shell becomes the only body part exposed to these. [[Giant tortoise man|Giant tortoise men]] are the biggest animal men able to do this.&lt;br /&gt;
&lt;br /&gt;
=== Wearing common armor ===&lt;br /&gt;
&lt;br /&gt;
The following animal people are able to wear dwarf-sized armor and clothes:&lt;br /&gt;
&lt;br /&gt;
* [[Emu man]]&lt;br /&gt;
&lt;br /&gt;
* [[Wolf man]]&lt;br /&gt;
&lt;br /&gt;
* [[Capybara man]] (also amphibious)&lt;br /&gt;
&lt;br /&gt;
* [[Aardvark man]]&lt;br /&gt;
&lt;br /&gt;
* [[Cassowary man]]&lt;br /&gt;
&lt;br /&gt;
* [[Cheetah man]] (also runs fast)&lt;br /&gt;
&lt;br /&gt;
* [[Ibex man]]&lt;br /&gt;
&lt;br /&gt;
* [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
* [[Leopard man]]&lt;br /&gt;
&lt;br /&gt;
* [[Mountain goat man]]&lt;br /&gt;
&lt;br /&gt;
* [[Sponge man]] (drowns outside of water)&lt;br /&gt;
&lt;br /&gt;
The following animal people are able to wear human-sized armor and clothes. Both are also bigger than humans:&lt;br /&gt;
&lt;br /&gt;
* [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
* [[Wild boar man]] (bigger than the former)&lt;br /&gt;
&lt;br /&gt;
The following animal people are able to wear both dwarf- and human-sized armor and clothes:&lt;br /&gt;
&lt;br /&gt;
* [[Cougar man]]&lt;br /&gt;
&lt;br /&gt;
* [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Cooler</name></author>
	</entry>
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