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2024-03-29T13:56:18Z
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https://dwarffortresswiki.org/index.php?title=Weight&diff=259324
Weight
2021-10-04T20:27:04Z
<p>Fleeting Frames: /* Weight Calculation */ Ah, undo on book weight (10 was quire weight, tenth of book weight).</p>
<hr />
<div>{{Quality|Exceptional}}{{av}}<br />
<br />
'''Weight''', or sometimes more correctly termed '''mass''', is an item property, and is measured in the unit ''Γ'', also sometimes known as ''urists'', or more commonly as the ''kilogram'', its equivalent real-life unit.<br />
<br />
Weight is largely used by the game to determine how fast someone or something should move, due to encumbrance effects and carry weight restrictions; to calculate damage, since object mass factors into impact momentum; and to some extent to make temperature calculations, as mass factors into heat capacity. Note that, for DF, weight and mass are currently indistinguishable because, as it stands, DF gravity is [http://www.bay12games.com/media/df_talk_8_transcript.html uniform both across the whole universe and from world to world] and buoyancy isn't implemented.<br />
<br />
Weight is displayed as a quantity associated with an item. Weight calculation is not entirely straightforward, since each item category &mdash; or sometimes even individual items &mdash; have their own formula for determining weight.<br />
<br />
==Weight Calculation==<br />
<br />
The general form for calculating weight in DF is to take the material [[density]] (as found in the raws) multiplied by the item's volume.<br />
<br />
:Weight (in Γ) = Density (in kg/m<sup>3</sup>) * Volume*10 (in cm<sup>3</sup>) / 1,000,000 (cm<sup>3</sup>/m<sup>3</sup>)<br />
<br />
An item's volume is also used to determine workshop [[clutter]] as well as how many items can fit into a container.<br />
<br />
{| {{prettytable}} class="sortable"<br />
|- bgcolor="#999999"<br />
! Item Type<br />
! Volume<br />
! Capacity<br />
! Notes<br />
<br />
|-<br />
| [[Bar]]s<br />
| 600<br />
|<br />
|<br />
<br />
|-<br />
| Cut [[gem]]s<br />
| 20<br />
|<br />
|<br />
<br />
|-<br />
| [[Block]]s<br />
| 600<br />
|<br />
|<br />
<br />
|-<br />
| Rough [[gem]]s<br />
| 250<br />
|<br />
|<br />
<br />
|-<br />
| Mined [[stone]]<br />
| 10000<br />
|<br />
|<br />
<br />
|-<br />
| Wood [[log]]s<br />
| 5000<br />
|<br />
|<br />
<br />
|-<br />
| [[Door]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Floodgate]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Bed]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Chair]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Chain]]<br />
| 500<br />
|<br />
|<br />
<br />
|-<br />
| [[Flask]]<br />
| 100<br />
| 180<br />
| <br />
<br />
|-<br />
| [[Finished_goods#Goblets|Goblet]]<br />
| 100<br />
| 180<br />
| <br />
<br />
|-<br />
| [[Instrument]]<br />
| 400<br />
|<br />
|<br />
<br />
|-<br />
| [[Finished_goods#Toys|Toy]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Window]]<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Cage]]<br />
| 3000<br />
| 6000<br />
| <br />
<br />
|-<br />
| [[Barrel]]<br />
| 2000<br />
| 6000<br />
| <br />
<br />
|-<br />
| [[Bucket]]<br />
| 300<br />
| 600<br />
| <br />
<br />
|-<br />
| [[Animal trap]]<br />
| 300<br />
| 3000<br />
| <br />
<br />
|-<br />
| [[Table]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Coffin]]<br />
| 3000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Statue]]<br />
| 6000<br />
|<br />
|<br />
<br />
|-<br />
| [[Corpse]]<br />
| Special<br />
|<br />
| Based on the size of the corpse and what it's made of.<br />
<br />
|-<br />
| [[Weapon]]<br />
| SIZE/10<br />
|<br />
|<br />
<br />
|-<br />
| Body [[Armor#Upper_Body|armor]]<br />
| ?<br />
|<br />
| Based on UBSTEP, LBSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Footwear|Shoes]]<br />
| ?<br />
|<br />
| Based on UPSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Shield|Shield]]s<br />
| ?<br />
|<br />
| Based on UPSTEP and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Headgear|Helm]]s<br />
| ?<br />
|<br />
| Based on COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Hands|Gloves]]<br />
| ?<br />
|<br />
| Based on UPSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Box]]<br />
| 2000 or 100<br />
| 6000<br />
| Bags have a volume of 100, boxes/chests/coffers have a volume of 2000.<br />
<br />
|-<br />
| [[Bin]]<br />
| 1500<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Armor stand]]<br />
| 1000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Weapon rack]]<br />
| 1000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Cabinet]]<br />
| 3000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Figurine]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Amulet]]<br />
| 50<br />
|<br />
|<br />
<br />
|-<br />
| [[Finished_goods#Crafts|Scepter]]<br />
| 300<br />
|<br />
|<br />
<br />
|-<br />
| [[Ammo]]<br />
| SIZE/10<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Crown]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Ring]]<br />
| 5<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Earring]]<br />
| 3<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Bracelet]]<br />
| 20<br />
|<br />
|<br />
<br />
|-<br />
| [[Finished_goods#Large_gems|Large gem]]<br />
| 5<br />
|<br />
|<br />
<br />
|-<br />
| [[Anvil]]<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Body part]]<br />
| Special<br />
|<br />
| Based on the size of the body part and what it's made of.<br />
<br />
|-<br />
| [[Remains]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Meat]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Fish]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| Unprepared [[fish]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| Live [[vermin]]<br />
| Special<br />
|<br />
| Based on creature's adult size.<br />
<br />
|-<br />
| Tame [[vermin]]<br />
| Special<br />
|<br />
| Based on creature's adult size.<br />
<br />
|-<br />
| [[Seed]]s<br />
| 10<br />
|<br />
|<br />
<br />
|-<br />
| [[Plant]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Leather]]<br />
| 500<br />
|<br />
|<br />
<br />
|-<br />
| [[Leaves]]<br />
| 5<br />
|<br />
|<br />
<br />
|-<br />
| [[Thread]]<br />
| ceil(Dimension/500)<br />
|<br />
| 20 for freshly extracted/gathered thread.<br />
<br />
|-<br />
| [[Cloth]]<br />
| ceil(Dimension/500)<br />
|<br />
| 30 for freshly woven cloth<br />
<br />
|-<br />
| [[Finished_goods#Totems|Totem]]<br />
| 500<br />
|<br />
|<br />
<br />
|-<br />
| [[Armor#Lower_Body|Pants]]<br />
| ?<br />
|<br />
| Based on LBSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it<br />
<br />
|-<br />
| [[Backpack]]<br />
| 500<br />
| 3000<br />
|<br />
<br />
|-<br />
| [[Quiver]]<br />
| 300<br />
| 1200<br />
|<br />
<br />
|-<br />
| [[Catapult parts]]<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Ballista parts]]<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Ballista_arrow|Siege ammo]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Ballista arrow]] head<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Mechanism]]s<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Trap component]]<br />
| SIZE/10<br />
|<br />
|<br />
<br />
|-<br />
| [[Alcohol|Drink]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Mill|Powder]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Cheese]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Prepared meal]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Extract|Misc. liquid]]<br />
| 60<br />
|<br />
|<br />
<br />
|-<br />
| [[Coin]]<br />
| 1/16<br />
|<br />
| <br />
<br />
|-<br />
| [[Fat|Glob]]<br />
| 60<br />
|<br />
|<br />
<br />
|-<br />
| Small [[rock]]<br />
| 200<br />
|<br />
| As [[Thrower|thrown]] by adventurers.<br />
<br />
|-<br />
| [[Pipe section]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Hatch cover]]<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Grate]]<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Quern]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Millstone]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Splint]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Crutch]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Traction bench]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| Orthopedic [[cast]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Tool]]<br />
| SIZE/10<br />
| CAPACITY/10<br />
| <br />
<br />
|-<br />
| [[Slab]]<br />
| 6000<br />
|<br />
|<br />
<br />
|-<br />
| [[Egg]]<br />
| Special<br />
|<br />
| Presumably the caste's EGG_SIZE.<br />
<br />
|-<br />
| [[Book]]<br />
| 100<br />
|<br />
|<br />
|<br />
<br />
|-<br />
| [[Sheet]]<br />
| 1<br />
|<br />
|<br />
|}<br />
<br />
{{Translation<br />
| dwarven = âl<br />
| elvish = eba<br />
| goblin = deslo<br />
| human = ketas<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Weight]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weight&diff=259322
Weight
2021-10-04T20:22:05Z
<p>Fleeting Frames: /* Weight Calculation */ Books are tools and subject to tools' SIZE/10 rule, Sheets are size 1 (tested with 10000 stack size items)</p>
<hr />
<div>{{Quality|Exceptional}}{{av}}<br />
<br />
'''Weight''', or sometimes more correctly termed '''mass''', is an item property, and is measured in the unit ''Γ'', also sometimes known as ''urists'', or more commonly as the ''kilogram'', its equivalent real-life unit.<br />
<br />
Weight is largely used by the game to determine how fast someone or something should move, due to encumbrance effects and carry weight restrictions; to calculate damage, since object mass factors into impact momentum; and to some extent to make temperature calculations, as mass factors into heat capacity. Note that, for DF, weight and mass are currently indistinguishable because, as it stands, DF gravity is [http://www.bay12games.com/media/df_talk_8_transcript.html uniform both across the whole universe and from world to world] and buoyancy isn't implemented.<br />
<br />
Weight is displayed as a quantity associated with an item. Weight calculation is not entirely straightforward, since each item category &mdash; or sometimes even individual items &mdash; have their own formula for determining weight.<br />
<br />
==Weight Calculation==<br />
<br />
The general form for calculating weight in DF is to take the material [[density]] (as found in the raws) multiplied by the item's volume.<br />
<br />
:Weight (in Γ) = Density (in kg/m<sup>3</sup>) * Volume*10 (in cm<sup>3</sup>) / 1,000,000 (cm<sup>3</sup>/m<sup>3</sup>)<br />
<br />
An item's volume is also used to determine workshop [[clutter]] as well as how many items can fit into a container.<br />
<br />
{| {{prettytable}} class="sortable"<br />
|- bgcolor="#999999"<br />
! Item Type<br />
! Volume<br />
! Capacity<br />
! Notes<br />
<br />
|-<br />
| [[Bar]]s<br />
| 600<br />
|<br />
|<br />
<br />
|-<br />
| Cut [[gem]]s<br />
| 20<br />
|<br />
|<br />
<br />
|-<br />
| [[Block]]s<br />
| 600<br />
|<br />
|<br />
<br />
|-<br />
| Rough [[gem]]s<br />
| 250<br />
|<br />
|<br />
<br />
|-<br />
| Mined [[stone]]<br />
| 10000<br />
|<br />
|<br />
<br />
|-<br />
| Wood [[log]]s<br />
| 5000<br />
|<br />
|<br />
<br />
|-<br />
| [[Door]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Floodgate]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Bed]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Chair]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Chain]]<br />
| 500<br />
|<br />
|<br />
<br />
|-<br />
| [[Flask]]<br />
| 100<br />
| 180<br />
| <br />
<br />
|-<br />
| [[Finished_goods#Goblets|Goblet]]<br />
| 100<br />
| 180<br />
| <br />
<br />
|-<br />
| [[Instrument]]<br />
| 400<br />
|<br />
|<br />
<br />
|-<br />
| [[Finished_goods#Toys|Toy]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Window]]<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Cage]]<br />
| 3000<br />
| 6000<br />
| <br />
<br />
|-<br />
| [[Barrel]]<br />
| 2000<br />
| 6000<br />
| <br />
<br />
|-<br />
| [[Bucket]]<br />
| 300<br />
| 600<br />
| <br />
<br />
|-<br />
| [[Animal trap]]<br />
| 300<br />
| 3000<br />
| <br />
<br />
|-<br />
| [[Table]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Coffin]]<br />
| 3000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Statue]]<br />
| 6000<br />
|<br />
|<br />
<br />
|-<br />
| [[Corpse]]<br />
| Special<br />
|<br />
| Based on the size of the corpse and what it's made of.<br />
<br />
|-<br />
| [[Weapon]]<br />
| SIZE/10<br />
|<br />
|<br />
<br />
|-<br />
| Body [[Armor#Upper_Body|armor]]<br />
| ?<br />
|<br />
| Based on UBSTEP, LBSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Footwear|Shoes]]<br />
| ?<br />
|<br />
| Based on UPSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Shield|Shield]]s<br />
| ?<br />
|<br />
| Based on UPSTEP and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Headgear|Helm]]s<br />
| ?<br />
|<br />
| Based on COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Armor#Hands|Gloves]]<br />
| ?<br />
|<br />
| Based on UPSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.<br />
<br />
|-<br />
| [[Box]]<br />
| 2000 or 100<br />
| 6000<br />
| Bags have a volume of 100, boxes/chests/coffers have a volume of 2000.<br />
<br />
|-<br />
| [[Bin]]<br />
| 1500<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Armor stand]]<br />
| 1000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Weapon rack]]<br />
| 1000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Cabinet]]<br />
| 3000<br />
| 6000<br />
|<br />
<br />
|-<br />
| [[Figurine]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Amulet]]<br />
| 50<br />
|<br />
|<br />
<br />
|-<br />
| [[Finished_goods#Crafts|Scepter]]<br />
| 300<br />
|<br />
|<br />
<br />
|-<br />
| [[Ammo]]<br />
| SIZE/10<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Crown]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Ring]]<br />
| 5<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Earring]]<br />
| 3<br />
|<br />
|<br />
<br />
|-<br />
| [[Jewelry|Bracelet]]<br />
| 20<br />
|<br />
|<br />
<br />
|-<br />
| [[Finished_goods#Large_gems|Large gem]]<br />
| 5<br />
|<br />
|<br />
<br />
|-<br />
| [[Anvil]]<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Body part]]<br />
| Special<br />
|<br />
| Based on the size of the body part and what it's made of.<br />
<br />
|-<br />
| [[Remains]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Meat]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Fish]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| Unprepared [[fish]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| Live [[vermin]]<br />
| Special<br />
|<br />
| Based on creature's adult size.<br />
<br />
|-<br />
| Tame [[vermin]]<br />
| Special<br />
|<br />
| Based on creature's adult size.<br />
<br />
|-<br />
| [[Seed]]s<br />
| 10<br />
|<br />
|<br />
<br />
|-<br />
| [[Plant]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Leather]]<br />
| 500<br />
|<br />
|<br />
<br />
|-<br />
| [[Leaves]]<br />
| 5<br />
|<br />
|<br />
<br />
|-<br />
| [[Thread]]<br />
| ceil(Dimension/500)<br />
|<br />
| 20 for freshly extracted/gathered thread.<br />
<br />
|-<br />
| [[Cloth]]<br />
| ceil(Dimension/500)<br />
|<br />
| 30 for freshly woven cloth<br />
<br />
|-<br />
| [[Finished_goods#Totems|Totem]]<br />
| 500<br />
|<br />
|<br />
<br />
|-<br />
| [[Armor#Lower_Body|Pants]]<br />
| ?<br />
|<br />
| Based on LBSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it<br />
<br />
|-<br />
| [[Backpack]]<br />
| 500<br />
| 3000<br />
|<br />
<br />
|-<br />
| [[Quiver]]<br />
| 300<br />
| 1200<br />
|<br />
<br />
|-<br />
| [[Catapult parts]]<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Ballista parts]]<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Ballista_arrow|Siege ammo]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Ballista arrow]] head<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Mechanism]]s<br />
| 2000<br />
|<br />
|<br />
<br />
|-<br />
| [[Trap component]]<br />
| SIZE/10<br />
|<br />
|<br />
<br />
|-<br />
| [[Alcohol|Drink]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Mill|Powder]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Cheese]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Prepared meal]]<br />
| 100<br />
|<br />
|<br />
<br />
|-<br />
| [[Extract|Misc. liquid]]<br />
| 60<br />
|<br />
|<br />
<br />
|-<br />
| [[Coin]]<br />
| 1/16<br />
|<br />
| <br />
<br />
|-<br />
| [[Fat|Glob]]<br />
| 60<br />
|<br />
|<br />
<br />
|-<br />
| Small [[rock]]<br />
| 200<br />
|<br />
| As [[Thrower|thrown]] by adventurers.<br />
<br />
|-<br />
| [[Pipe section]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Hatch cover]]<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Grate]]<br />
| 1000<br />
|<br />
|<br />
<br />
|-<br />
| [[Quern]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Millstone]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| [[Splint]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Crutch]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Traction bench]]<br />
| 3000<br />
|<br />
|<br />
<br />
|-<br />
| Orthopedic [[cast]]<br />
| 200<br />
|<br />
|<br />
<br />
|-<br />
| [[Tool]]<br />
| SIZE/10<br />
| CAPACITY/10<br />
| <br />
<br />
|-<br />
| [[Slab]]<br />
| 6000<br />
|<br />
|<br />
<br />
|-<br />
| [[Egg]]<br />
| Special<br />
|<br />
| Presumably the caste's EGG_SIZE.<br />
<br />
|-<br />
| [[Book]]<br />
| 10<br />
|<br />
|<br />
|<br />
<br />
|-<br />
| [[Sheet]]<br />
| 1<br />
|<br />
|<br />
|}<br />
<br />
{{Translation<br />
| dwarven = âl<br />
| elvish = eba<br />
| goblin = deslo<br />
| human = ketas<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Weight]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Item_value&diff=259158
Item value
2021-09-14T05:57:02Z
<p>Fleeting Frames: /* Misc. items */ Traction benches have 20 base value</p>
<hr />
<div>{{Quality|Exceptional|20:07, 19 December 2016 (UTC)}}<br />
{{av}}<br />
<br />
{{for/see|value optimization|[[Maximizing value]]}}<br />
{{for/see|cultural values|[[Personality trait]]}}<br />
{{for/see|room values|[[Room#Quality|Room/Quality]]}}<br />
<br />
'''Item value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.<br />
<br />
The '''final value''' of an item is the '''base value''' of the form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''quality modifier''' (e.g. fine ''or'' masterful) if any, then summed with the final value of all '''[[decoration]]s'''.<br />
<br />
=Base values of items=<br />
The '''base value''' of an item is determined by the form of the item, not what it is made out of. For example, a [[wood]] [[block]] uses the '''base value''' for a block; a native gold block uses the ''same'' '''base value''', since it too is in the form of a "block". In both cases, the '''final value''' is then determined by adjusting the base value with the appropriate modifiers.<br />
<br />
==Items without quality levels==<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Base Value<br />
! Items<br />
|-<br />
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock<br />
|- style="background-color: #EEE"<br />
|1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract<br />
|-<br />
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]<br />
|- style="background-color: #EEE"<br />
|3||[[Gem]] (rough), [[Log]], [[Stone]]<br />
|-<br />
|5||[[Bar]], [[Block]], [[Gem]] (cut), [[Leather]]<br />
|- style="background-color: #EEE"<br />
|6||[[Thread]]<br />
|-<br />
|10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]]<br />
|- style="background-color: #EEE"<br />
|Varies||live vermin, tame vermin<br />
|}<br />
<br />
==Items with quality levels==<br />
=== Misc. items ===<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Base Value<br />
! Items<br />
|-<br />
|1/50||[[Coin]]<sup>1</sup><br />
|- style="background-color: #EEE"<br />
|1||[[Die]], Orthopedic [[cast]]<br />
|-<br />
|5||[[Paper]] & [[Papyrus]] sheets<br />
|- style="background-color: #EEE"<br />
|7||[[Cloth]]<sup>2</sup><br />
|-<br />
|10||<br />
[[Animal trap]], [[Temple#Shrines|Altar]], [[Jewelry|Amulet]], [[Anvil]], [[Armor stand]], [[Backpack]], [[Barrel]], [[Bed]], [[Bin]], [[Book]], [[Bookcase]], [[Tool|Bowl]], [[Container|Box]], [[Jewelry|Bracelet]], [[Bucket]], [[Cabinet]], [[Cage]], [[Chain]], [[Chair]], [[Tool|Cleaver]], [[Coffin]], [[Jewelry|Crown]], [[Crutch]], [[Decoration]]<sup>3</sup>, [[Display case|Display Case]], [[Door]], [[Jewelry|Earring]], [[Figurine]], [[Flask]], [[Floodgate]], [[Tool|Fork]], [[Goblet|Goblet/mug/cup]], [[Grate]], [[Hatch cover]], [[Tool|Helve]], [[Hive]], [[Instrument]] ''(non-main components)'', [[Jug]], [[Tool|Knives]], [[Tool|Ladle]], [[Gem|Large gem]], [[Large pot]], [[Millstone]], [[Tool|Mortar]], [[Nest box]], [[Pedestal]], [[Tool|Pestle]], [[Pipe section]], [[Tool|Pouch]], [[Prepared meal]]<sup>4</sup>, [[Quiver]], [[Quern]], [[Jewelry|Ring]], [[Craft|Scepter]], [[Book|Scroll Roller]], [[Slab]], [[Tool|Stone axe]], [[Health care|Splint]], [[Table]], [[Totem]], [[Toy]], [[Weapon rack]]<br />
|- style="background-color: #EEE"<br />
|20|| [[Book|Quire/Scroll]], [[Siege engine|Siege ammo]], [[Health care|Traction bench]]<br />
|-<br />
|25||[[Window]], [[Statue]]<br />
|- style="background-color: #EEE"<br />
|30||[[Siege engine|Ballista part]], [[Siege engine|Catapult part]], [[Mechanism]]<br />
|-<br />
|50|| [[Tool|Cauldron]], [[Instrument]] ''(main part)'', [[Minecart]], [[Parchment]] sheet, [[Stepladder]], [[Wheelbarrow]]<br />
|- style="background-color: #EEE"<br />
|200||Parchment [[Book|Quire/Scroll]]<br />
|-<br />
|''variable''<sup>5</sup> ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]], [[Trap component]] ''(see below)''<br />
|}<br />
: ''Notes'':<br />
:* 1) Coins minted at a forge are always of base quality<br />
:* 2) Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod) and the [[thread]] (without quality). [[Dye]]s are added separately (with quality), as a powder, not a decoration.<br />
:* 3) "[[Decoration]]s" include "It is decorated with <material>", "It is encircled with bands of <material>", "It is adorned with hanging rings of <material>", "This object menaces with spikes of <material>", "On this object is an image of <description> in <material>", "It is studded with <metal>". Decorations of [[bolt]]s have a 1/3 base value instead.<br />
:* 4) Prepared meals always have a base value of 10, with a quality modifier. Each ingredient is calculated separately, with its own base value and "minced" quality modifier. The total value of a meal stack is the sum of the above values multiplied by the total quantity, regardless of the proportion of ingredients. A more thorough explanation and example exists at the [[DF2012:Cook#Prepared_Meal_Value|Cook]] page.<br />
:* 5) These items have their value based on their properties - see categories below:<br />
<br />
=== Weapons ===<br />
: The base value of a melee weapon is (SIZE / 50) + 1; if the weapon has any EDGE attacks, its value is doubled. Ranged weapons simply have a value of 10.<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Weapon values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Weapon<br />
|- style="background-color: #EEE"<br />
|3||[[Whip]]<br />
|-<br />
|7||[[Training weapon|Training sword]]<br />
|- style="background-color: #EEE"<br />
|9||[[Training weapon|Training spear]], [[War hammer]]<br />
|-<br />
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[dagger|Large dagger]]<br />
|- style="background-color: #EEE"<br />
|11||[[Flail]]<br />
|-<br />
|14||[[Scourge]], [[Scimitar]], [[Short sword]]<br />
|- style="background-color: #EEE"<br />
|17||[[Training weapon|Training axe]], [[Mace]]<br />
|-<br />
|18||[[Spear]]<br />
|- style="background-color: #EEE"<br />
|22||[[Pick]], [[Morningstar]]<br />
|-<br />
|27||[[Maul]]<br />
|- style="background-color: #EEE"<br />
|30||[[Long sword]]<br />
|-<br />
|34||[[Battle axe]], [[Pike]]<br />
|- style="background-color: #EEE"<br />
|38||[[Two-handed sword]]<br />
|-<br />
|50||[[Halberd]]<br />
|- style="background-color: #EEE"<br />
|54||[[Great axe]]<br />
|}<br />
<br />
==== Ammo ====<br />
: The base value of a single unit of ammo is (SIZE / 200) + 1.<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Ammo values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Ammo<br />
|- style="background-color: #EEE"<br />
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]<br />
|}<br />
Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 [[bar]] of metal = stack of 25 bolts, etc.)<br />
<br />
=== Shields ===<br />
: The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.<br />
:* UPSTEP cannot be greater than 3<br />
:* BLOCKCHANCE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Shield values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Shields<br />
|- style="background-color: #EEE"<br />
| 14 || Buckler<br />
|-<br />
| 27 || Shield<br />
|}<br />
<br />
=== Headwear ===<br />
: The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.<br />
* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Helm values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Helm<br />
|- style="background-color: #EEE"<br />
| 5 || Cap, Head Veil, Face Veil, Headscarf<br />
|-<br />
| 7 || Mask, Turban<br />
|- style="background-color: #EEE"<br />
| 8 || Hood<br />
|-<br />
| 12 || Helm<br />
|}<br />
=== Armor / torso ===<br />
''(Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality "[[armor]]" pieces are listed here by their location.)''<br />
: The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.<br />
:* UBSTEP and LBSTEP cannot be greater than 3<br />
:* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Armor values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Armor<br />
|-<br />
| 8 || Cape, Vest<br />
|- style="background-color: #EEE"<br />
| 15 || Breastplate<br />
|-<br />
| 16 || Tunic<br />
|- style="background-color: #EEE"<br />
| 20 || Mail shirt<br />
|-<br />
| 21 || Leather armor<br />
|- style="background-color: #EEE"<br />
| 22 || Shirt<br />
|-<br />
| 23 || Toga<br />
|- style="background-color: #EEE"<br />
| 26 || Cloak<br />
|-<br />
| 27 || Coat<br />
|- style="background-color: #EEE"<br />
| 31 || Dress<br />
|-<br />
| 33 || Robe<br />
|}<br />
<br />
=== Legwear ===<br />
: The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1<br />
:* LBSTEP cannot be greater than 3<br />
:* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Pants values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Pants<br />
|- style="background-color: #EEE"<br />
| 5 || Thong<br />
|-<br />
| 8 || Loincloth<br />
|- style="background-color: #EEE"<br />
| 13 || Short skirt<br />
|-<br />
| 16 || Skirt, Braies<br />
|- style="background-color: #EEE"<br />
| 22 || Long skirt<br />
|-<br />
| 23 || Trouser, Leggings, Greaves<br />
|}<br />
<br />
<br />
<br />
=== Hand- & footwear ===<br />
: The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.<br />
:* UPSTEP cannot be greater than 3<br />
:* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Glove values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Gloves<br />
|- style="background-color: #EEE"<br />
| 6 || Gloves<br />
|-<br />
| 7 || Mittens<br />
|- style="background-color: #EEE"<br />
| 11* || Gauntlets<br />
|}<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Shoe values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Shoes<br />
|- style="background-color: #EEE"<br />
| 6 || Socks<br />
|-<br />
| 8 || Shoes<br />
|- style="background-color: #EEE"<br />
| 9 || Sandals, Low Boots<br />
|-<br />
| 12 || High Boots*<br />
|- style="background-color: #EEE"<br />
| 15 || Chausses<br />
|}<br />
::: * Gauntlets and High Boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.<br />
<br />
=== Trap component ===<br />
: The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Trap component values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Trap Component<br />
|- style="background-color: #EEE"<br />
|66||[[Trap component|Giant axe blade]], [[Trap component|Enormous corkscrew]], [[Trap component|Menacing spike]]<br />
|- style="background-color: #EEE"<br />
|126||[[Trap component|Large, serrated disc]], [[Trap component|Spiked ball]]<br />
|- style="background-color: #EEE"<br />
|}<br />
<br />
==Material multipliers==<br />
{{Material properties}}<br />
The material multiplier for an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of, and can be further augmented using [MULTIPLY_VALUE:#]. A wood block uses the same material multiplier as a wood [[log]] or a wooden [[Box|chest]] - that is the material value for wood, which is 1.<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Stone]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Stone<br />
|- style="background-color: #EEE"<br />
|×1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]<br />
|-<br />
|×2||[[Cassiterite]], [[Garnierite]], [[Malachite]], [[Native copper]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]<br />
|- style="background-color: #EEE"<br />
|×3||[[Tetrahedrite]], [[Obsidian]]<br />
|-<br />
|×5||[[Galena]]<br />
|- style="background-color: #EEE"<br />
|×8||[[Hematite]], [[Limonite]], [[Magnetite]]<br />
|-<br />
|×10||[[Horn silver]], [[Native silver]]<br />
|- style="background-color: #EEE"<br />
|×30||[[Native gold]]<br />
|-<br />
|×40||[[Native aluminum]], [[Native platinum]]<br />
|- style="background-color: #EEE"<br />
|×250||[[Raw adamantine]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Gem]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Gem<br />
|- style="background-color: #EEE"<br />
|×2||[[Banded agate]], [[Bloodstone]], [[Blue jade]], [[Brown jasper]], [[Carnelian]], [[Chrysocolla]], [[Chrysoprase]], [[Citrine]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Gray chalcedony]], [[Lace agate]], [[Lapis lazuli]], [[Lavender jade]], [[Milk quartz]], [[Moonstone]], [[Morion]], [[Moss agate]], [[Onyx]], [[Pink jade]], [[Plume agate]], [[Prase]], [[Pyrite]], [[Rock crystal]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Smoky quartz]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Tube agate]], [[Turquoise]], [[Variscite]], [[White chalcedony]], [[White jade]], [[Yellow jasper]]<br />
|-<br />
|×3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]<br />
|- style="background-color: #EEE"<br />
|×10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]<br />
|-<br />
|×15||[[Fire opal]], [[Jelly opal]], [[Melanite]], [[Pink tourmaline]], [[Red tourmaline]]<br />
|- style="background-color: #EEE"<br />
|×20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Bandfire opal]], [[Black pyrope]], [[Black zircon]], [[Brown zircon]], [[Cat's eye]], [[Chrysoberyl]], [[Cinnamon grossular]], [[Claro opal]], [[Clear garnet]], [[Crystal opal]], [[Golden beryl]], [[Goshenite]], [[Green jade]], [[Green tourmaline]], [[Green zircon]], [[Harlequin opal]], [[Heliodor]], [[Honey yellow beryl]], [[Kunzite]], [[Levin opal]], [[Morganite]], [[Peridot]], [[Pinfire opal]], [[Pink garnet]], [[Precious fire opal]], [[Purple spinel]], [[Red beryl]], [[Red flash opal]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Rhodolite]], [[Rubicelle]], [[Tanzanite]], [[Topaz]], [[Topazolite]], [[Violet spessartine]], [[White opal]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]<br />
|-<br />
|×25||[[Clear zircon]], [[Indigo tourmaline]]<br />
|- style="background-color: #EEE"<br />
|×30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]<br />
|-<br />
|×40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]<br />
|- style="background-color: #EEE"<br />
|×60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Metal]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Metal<br />
|- style="background-color: #EEE"<br />
|×2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]<br />
|-<br />
|×3||[[Lay pewter]], [[Nickel silver]]<br />
|- style="background-color: #EEE"<br />
|×4||[[Trifle pewter]]<br />
|-<br />
|×5||[[Bronze]], [[Fine pewter]]<br />
|- style="background-color: #EEE"<br />
|×6||[[Billon]], [[Bismuth bronze]]<br />
|-<br />
|×7||[[Brass]]<br />
|- style="background-color: #EEE"<br />
|×8||[[Sterling silver]]<br />
|-<br />
|×10||[[Iron]], [[Pig iron]], [[Silver]]<br />
|- style="background-color: #EEE"<br />
|×11||[[Black bronze]]<br />
|-<br />
|×20||[[Electrum]]<br />
|- style="background-color: #EEE"<br />
|×23||[[Rose gold]]<br />
|-<br />
|×30||[[Gold]], [[Steel]]<br />
|- style="background-color: #EEE"<br />
|×40||[[Aluminum]], [[Platinum]]<br />
|-<br />
|×300||[[Adamantine]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Animal]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Animal<br />
|- style="background-color: #EEE"<br />
|×1||all [[animal]]s not listed below<br />
|-<br />
|×2||[[adder]], [[beak dog]], [[black bear]], [[black mamba]], [[bobcat]], [[bushmaster]], [[capybara]], [[copperhead snake]], [[cougar]], [[coyote]], [[dingo]], [[elk]], [[giant cave swallow]], [[giant dingo]], [[giant earthworm]], [[giant mole]], [[giant rat]], [[helmet snake]], [[hyena]], [[ice wolf]], [[jackal]], [[king cobra]], [[magma crab]], [[molemarian]], [[monitor lizard]], [[muskox]], [[ocelot]], [[panda]], [[python]], [[rattlesnake]], [[sloth bear]], [[strangler]], [[wolf]], all [[giant animal|giant]] variants of the creatures in this category<br />
|- style="background-color: #EEE"<br />
|×3||[[alligator]], [[anaconda]], [[blind cave bear]], [[cheetah]], [[draltha]], [[elk bird]], [[fire imp]], [[gila monster]], [[green devourer]], [[grizzly bear]], [[jaguar]], [[leopard]], [[lion]], [[lynx]], [[polar bear]], [[rutherer]], [[saltwater crocodile]], [[sasquatch]], [[tiger]], [[yeti]], all [[giant animal|giant]] variants of the creatures in this category<br />
|-<br />
|×4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant olm]], [[giant cave toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]<br />
|- style="background-color: #EEE"<br />
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]], all [[giant animal|giant]] variants of the creatures in this category<br />
|-<br />
|×10||[[hydra]]<br />
|- style="background-color: #EEE"<br />
|×15||[[dragon]], [[roc]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Plant]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Plant<br />
|- style="background-color: #EEE"<br />
|×1||[[hide root]], [[kobold bulb]], [[muck root]], [[prickle berry]], [[rat weed]], [[sliver barb]], [[whip vine]]<br />all [[tree]]s and plant [[seed]]s<br />
|-<br />
|×2||[[blade weed]], [[bloated tuber]], [[cave wheat]], [[dimple cup]], [[fisher berry]], [[longland grass]], [[pig tail]], [[plump helmet]], [[quarry bush]], [[rope reed]], [[sweet pod]], [[strawberry]]<br />tuber beer ([[bloated tuber]] drink)<br />
|- style="background-color: #EEE"<br />
|×3||[[sun berry]]<br />whip wine ([[whip vine]] drink)<br />
|-<br />
|×5||[[valley herb]]<br />[[quarry bush]] leaf, rock nut oil ([[quarry bush]] oil), rock nut soap ([[quarry bush]] soap), sunshine ([[sun berry]] drink)<br />
|- style="background-color: #EEE"<br />
|×10||redroot dye ([[hide root]] powder)<br />
|-<br />
|×20||cave wheat flour ([[cave wheat]] powder), dimple dye ([[dimple cup]] powder), dwarven sugar ([[sweet pod]] powder), dwarven syrup ([[sweet pod]] extract), emerald dye ([[blade weed]] powder), longland flour ([[longland grass]] powder), sliver dye ([[sliver barb]] powder)<br />
|- style="background-color: #EEE"<br />
|×25||whip vine flour ([[whip vine]] powder)<br />
|-<br />
|×100||gnomeblight ([[kobold bulb]] extract), golden salve ([[valley herb]] extract)<br />
|- style="background-color: #EEE"<br />
|Note||Plants are made of various materials - the predominant material (usually STRUCTURAL) is listed for each individual plant, and other materials are listed separately when they differ.<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Miscellaneous<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Material<br />
|- style="background-color: #EEE"<br />
|×1||[[Ash]]<br />
|-<br />
|×2||[[Amber]], [[Coral]], [[Coal]], [[Glass|Green glass]], [[Lye]]<br />
|- style="background-color: #EEE"<br />
|×3||[[Potash]], [[Earthenware]]<br />
|-<br />
|×4||[[Pearlash]], [[Stoneware]]<br />
|- style="background-color: #EEE"<br />
|×5||[[Clear glass]]<br />
|-<br />
|×10||[[Crystal glass]], [[Porcelain]], [[Salt]]<br />
|}<br />
<br />
== Quality ==<br />
Item value is further increased by applying the [[Item quality|quality]] multiplier.<br />
<br />
{|<br />
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Modifier''' || <br />
|-<br />
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; ||<br />
|-<br />
| -Item Name- || Well-crafted || style="text-align: center;" | &times;2&nbsp; || <br />
|-<br />
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;3&nbsp; ||<br />
|-<br />
| *Item Name* || Superior quality || style="text-align: center;" | &times;4&nbsp; || <br />
|-<br />
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;5&nbsp; || <br />
|-<br />
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;12&nbsp; || <br />
|-<br />
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;120&nbsp; ||<br />
|}<br />
<br />
{{Category|Items|*}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Forgotten_beast&diff=259118
Forgotten beast
2021-09-09T01:31:00Z
<p>Fleeting Frames: /* Bugs */ Trees: Capitalization, explanation of behavior without attribution of intelligence. Might need mantis bug tag and verification it still happens.</p>
<hr />
<div>{{Quality|Exceptional|21:18, 30 September 2016 (UTC)}}<br />
{{av}}<br />
{{minorspoiler}}<br />
{{random image|location=right|size=300px}}<br />
<br />
:''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''<br />
<br />
'''Forgotten beasts''' are large, monstrous, procedurally generated [[megabeast]]s that spawn in the [[caverns]] or [[HFS]] beneath your fortress, [[path]]ing through to your fort and seeding destruction amongst your [[dwarves]]. They are the subterranean equivalent of [[titan]]s. <br />
<br />
Forgotten beasts are attracted by [[wealth]] and population size. Additionally, one may randomly appear when you reclaim a fortress. When a forgotten beast becomes visible onscreen, the game automatically pauses and displays a message.<br />
<br />
== Generation ==<br />
Forgotten beasts are procedurally randomized, and may be of any form, and be made of any sort of material. Multiple forgotten beasts may come to attack your fortress, each coming at different times. Most take the form of an animal, some not found in vanilla DF, with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) and unusual colours. However, a forgotten beast can also take more generic forms, such as shelled blobs, quadrupeds, and humanoid golems. Materials range from flesh and blood, to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. They may get a special attack, ranging from anything between venomous stings, poisoned blood, or explosive dust clouds, to flame breath. Forgotten beasts are associated with the [[sphere]] of caverns, plus one or two other spheres (water, theft, thralldom, darkness, suicide, muck, etc).<br />
<br />
If a forgotten beast has a venomous attack of some sort, it is randomly generated, as are the resulting [[symptom]]s, as furthermore is its [[Syndrome#Breath_attacks|breath attack]], if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually 'infecting' your entire fort - decontaminating your soldiers in shallow running water is one way to deal with the problem. Some beasts breathe fire or shoot [[web]]s in lieu of any syndrome-bearing attacks. Web-shooters are immune to the effects of webs they, or any other creature, create, and will shoot webs even at targets they lack a proper path to. Forgotten beasts based on spiders may be capable of shooting webs in addition to any other special abilities.<br />
<br />
The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world and is directly proportional to the number of cavern layers, as exactly one beast is spawned per each underground region. All are [[building destroyer]]s, and are almost entirely immune to [[trap]]s (they are trapavoid and nostun but non-webspinners will trigger a trap that has been webbed). [[Bridge]]s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional [[magma]] pit / [[dwarven atom smasher]] designs from working. This is probably one of [[Main:Toady One|Toady One]]'s ways of making the encounters even more [[fun]].<br />
<br />
[[Image:DF2010ForgottenBeast1.png|thumb|center|500px]]<br />
<br />
== Death and application ==<br />
{{random image|location=right|size=300px}}<br />
If you need to kill a forgotten beast, order your military to attack. Some beasts, however, are content not to path to your fortress and will stay dormant underground. Most "fleshy" forgotten beasts can be butchered; some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Forgotten beast [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all forgotten beasts have a value multiplier of 1. <br />
<br />
Some forgotten beasts whose bodies are made of liquid, gas, fire, or powder will die or lose limbs on the first hit. Other forgotten beasts are extremely difficult to kill due to being made of very hard materials or having an amorphous shape. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away (the beast; dwarven brains are locked away by default) somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s, you can use installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.<br />
<br />
One method of defeating nearly combat-invulnerable forgotten beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar).<br />
<br />
You can prevent forgotten beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s.<br />
<br />
== Forgotten Beast Threat Analysis==<br />
'''If you do not want your [[fun]] spoiled, do not look below!'''<br />
<br />
<br />
{{clear|both}}<br />
<br />
<br />
Forgotten beasts pose different levels of threat to your fortress, based on their composition, body shape, movements or special attacks. This list also works with [[titan]]s and [[demon]]s.<br />
<br />
Of course, general threat must be appraised after all categories. A giant blob made of smoke with webs is still pretty harmless and very fragile, despite it having webs, and a no-frills humanoid made of steel with no special attack will cause dangerously large amounts of [[fun]], being essentially a far more resilient bronze colossus.<br />
<br />
'''Material Composition'''<br />
*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'': Liquids, gasses, and powders are incredibly fragile, and most of them don't do any damage either. In fact, they usually die to kittens playfully scratching them or babies punching them. Unless paired with a dangerous attack method, these should not be a threat at all.<br />
*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of forgotten beast will usually stay at the edge of the map and may burn large parts of the cavern when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed goblin or two (or a ceiling) on top of it should kill it as it will die as easily as any other gas beast. Upon death, beasts made of fire tend to explode in a large fireball which will kill all units within range, so keep your melee fighters away!<br />
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a forgotten beast. Invertebrates are generally more fragile than vertebrates, due to lack of bones.<br />
*''Rock or Mineral'': Quite difficult, but not unbeatable. Can be damaged with metallic weapons. Beasts may be made of native copper or silver ore; see below for those.<br />
*''Glass or Gem'': They are generally pretty tough, though not quite as much as being made of diamond might imply. If you have poorly equipped dwarves, military action is not advised. <br />
*''Non-weapon grade metal'': Similar to rock forgotten beasts. Most weapons-grade metal can damage it but many decorative metals, like gold, are also quite dense.<br />
*''Copper/Silver'': If you've got a good military and weapons as good as bronze, it should at least be beatable. Don't expect an easy fight by any means, however.<br />
*''Bronze'': If you have encountered a [[bronze colossus]] before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.<br />
*''Iron'': Are you having [[fun]] yet? Do not send anything against it that has less than steel weapons; it will be pointless. Magma also does nothing against these.<br />
*''Steel'': While exceedingly rare, these are fortress-ending threats on the level of [[HFS]]. These can be beaten only with cave-in traps, falling traps, obsidian/ice traps or adamantine weapons. Be sure to post <s>how your fortress ended horribly</s> the epic story of your struggle with it on the Bay12 forums !<br />
<br />
'''Body Shape'''<br />
[[File:Forgotten_Beast_Size.png|frame|Estimated size comparison between a forgotten beast and a dwarf.]]<br />
*''Blob'': Depends on material - fleshy blobs having only a single body part. All attacks will target it, causing it to accumulate damage rapidly until it explodes into gore.{{verify}} Has only a blunt push attack, which at an FB's size is deadly. However, ''inorganic'' blobs are a whole other story, and ''metal'' blobs are a sign that the game hates your guts.<br />
*''Worm, Slug, Nematode'': Quite slow, and have one huge body part with internal organs (including brain) easily reachable. Unless paired with some dangerous special attack, these should be easy.<br />
*''Quadruped, Humanoid'': about the average for FBs. Try and use cutting weapons to cripple them. Or spears.<br />
*''Insect, Spider'': Obnoxious because of the large number of redundant limbs. The large majority of spiders (not "tarantulas", apparently) will be guaranteed to have a webbing attack and should thus be treated with extreme care.<br />
<br />
'''Movement'''<br />
*''Walking'': Normal movement. All FBs are also amphibious.<br />
*''Flying'': More dangerous than walking, for obvious mobility reasons. Be sure you only have one entry for your caverns.<br />
<br />
'''Special attack'''<br />
*''None'': Consider yourself lucky—most forgotten beasts have some kind of [[syndrome]]-based effect. However, certain kinds of beasts have inherent abilities, like fire balls for a beast composed of fire, or webs for a spider-based beast.<br />
*''Noxious Secretions'': Every single part of the creature's body is covered in extract. If it's in liquid or solid form and any of your dwarves touch this extract, they will receive the syndrome effects. Curiously enough, [[biter|biting]] does not qualify as touching. Usually not a threat since dwarves are often well clothed, your military even more so. If the secretions are in gas form, treat the FB as if it has a toxic breath attack. Note that, unlike other attacks, gaseous noxious secretions are effective even if the beast is [[cage]]d.<br />
*''Hunger for warm blood'': When the creature stabs the opponent, some blood will be drawn.<br />
*''Poisonous bite or sting'': Not dangerous by FB standards. <br />
*''Spitting glob'': Generally not dangerous, unless you forgot shields and shield use on your military for some reason.<br />
*''Fire breath'': By itself not threatening if you have shields and decent shield skill. However, [[Fun]] is always where fire is—a burst of flame is quite likely to start a cavern wildfire. The fire can also take the form of fireball projectiles instead. Amusingly, fire-breathing organic FBs are not immune to fire and may even burn themselves to death, though this usually takes some time.<br />
*''Toxic blood, vapor, or gas'': Threat depends on the syndrome's effects - can be harmless or kill your entire military. You may want to sacrifice something to see what the FB's extract does.<br />
*''Webs'': Webs are incredibly deadly in melee, but do not help much at range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.<br />
*''Deadly dust'': Possibly the most [[fun]] attack a FB can come with. Deadly dust acts like [[cave-in]] dust with syndromes. Dust coming from all directions (as opposed to a breath attack) is even more [[fun]]. If the material of the FB is weak (like flesh), or if it has articulations or organs to be damaged, it will harm itself with its own deadly dust. However if it is made of stronger material, it will be immune to this effect. Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the FB is fleshy and not a blob.<br />
<br />
==Applications==<br />
Forgotten beasts are hard to catch, being both [[Creature token#T|[TRAPAVOID]]] and [[Creature token#N|[NOSTUN]]]; however trapping them is not impossible. All webbed creatures become vulnerable to [[trap]]s, except for the ones that have a [[web]]bing attack of their own: having a [[giant cave spider]] shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are hostile toward each other and will attack any [[Surroundings|wildlife]] or [[Civilization|civilized]] creature they may encounter - but with careful micromanagement, the opportunities are limitless. <br />
<br />
===Silk farm===<br />
Web-shooting forgotten beasts are notoriously hard to catch and you'll only get your hands on one of these through ''very'' careful micromanagement, such as building a 'trap room' with retractable bridges and some random animal at the center to attract the beast. The set-up is otherwise the same as that of a [[silk farm]], except that forgotten beast silk is only as valuable as mere [[cave spider]] silk. Note that some beasts have special attacks ''in addition'' to their web-shooting ability (in the case of beasts based on spider-like anatomy resembling that of the [[giant cave spider]]), which may make them more difficult to capture and use (as they may kill their targets rather than simply covering them with webs).<br />
<br />
===Weapon coating===<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=91084 Syndrome-bearing poison can and will affect any creature it can spread to and infect.] While there is no formal job or workshop related to poison coating in vanilla DF (although it does exist in some [http://dwarffortresswiki.org/index.php/Masterwork:Main_Page mods]), poisoning your weapons is still possible thanks to the impossibly infinite metabolism of your caged guests. Pit them in a similar set-up to that of a [[silk farm]] (you may want to set up a pit from above the farm so you can regularly replace the bait used for the silk farm, or just use a syndrome-immune creature, e.g. a [[zombie]]) and put your weapons (and ammo) stockpiles in the farm so your beast will shoot syndrome-inducing dust/spittle on them. '''Make sure your military dwarves wear gloves when they equip your newly poisoned weapons,''' unless you actually want them to vomit or rot themselves in the middle of the battlefield. You also want them to wear cloaks so they don't contaminate each other while sparring. Some poisons can be '''extremely fun'''; dwarves equipped with poisoned weapons can one-shot most creatures - well, most creatures with functioning organs, at least - through the infliction of superficial wounds. If you can prevent your dwarves from infecting themselves, that is.<br />
<br />
===Getting rid of cavern creatures===<br />
<br />
Forgotten beasts will actively seek and attack any other [[creature]]s, including cavern wildlife. Sealing the FB in a cavern will make it continuously kill wild inhabitants of the cavern, as these keep coming until their local populations are extinct. You can later obtain a decent supply of [[bone]]s from the skeletons of the creatures the FB killed, when the beast accidentally dies or after you manage to deal with it.<br />
<br />
==[http://www.reddit.com/r/dwarffortress/comments/19083j/what_makes_forgotten_beasts_forgotten/c8jlvg7 On The Origins of Forgotten Beasts] ==<br />
<br />
{{D for Dwarf}}<br />
<br />
In the time before time, when Armok himself was not part of the great machine beast framework, the idea itself of ALL-dom, dwarf dom, elf dom, tools and valueless, remained in the greater unknowable realm of hard possibility called <HARDDISKSPACE>; all was concept data idiosyncratic.<br />
<br />
Thence came the being of the <flesh machine> and the <machine beast framework> and thence Armok was, is, and ever will be.<br />
<br />
Armok hands moved, and invoked the commands of the ur-<plane/realm?>, and raised the possibility of all worlds that can be, of the-blessed-who-can-know-Armok.<br />
<br />
Thence Armok exhaled his vaporous breath and said "CREATE NEW WORLD" and the <machine beast framework> began his dire task.<br />
<br />
Legions of empires, battalions of timelines, and civilizations of worlds were born, lost, and discarded, as the will of Armok angered in wait.<br />
<br />
Finally World Acceptance was allowed.<br />
<br />
Yet, the <Flesh Machine Beast Framework> has failed Armok. For Armok knows of the world behind the worlds, of the '''Intent''' of his dimension, of the destination of the unmoving stone.<br />
<br />
He knows that the beasts of <null result un-parseable>, those ideas from the time before the rules, exist not.<br />
<br />
The Pen-Factor of Armok, the Toady One, foresaw this failure. He knew that the Armok transcended the very power of the universe vessel, the <Machine Beast Framework>, and to please our god, to let him revel in the glory that is the knowing of himself, he forced the existence of the beasts...<br />
<br />
They are called "Forgotten" because after the announcement of their arrival they tend to be forgotten until the dwarves decide to open up the sealed off caves for some more exploring. <br />
<br />
== Bugs ==<br />
* If a beast has a dust attack, the dust will behave like it was from a [[cave-in]], flinging dwarves away (causing further damage if they hit a wall) and knocking them out. {{Bug|3133}}<br />
* Forgotten beasts can spawn into trees they cannot leave normally or climb into them due combat. (They may still be able to leave when provoked into climbing from seeing something to attack).<br />
<br />
==Art==<br />
View a [[Forgotten beast/gallery|gallery]] of artwork from the [http://www.bay12forums.com/smf/index.php?topic=124312.0 forums].<br />
<br />
{{random image|location=left|size=600px}}<br />
{{clear}}<br />
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|<br />
[CREATURE:FORGOTTEN_BEAST_53]<br />
[GENERATED]<br />
[FEATURE_BEAST]<br />
[ATTACK_TRIGGER:0:0:50000]<br />
[NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[NO_GENDER]<br />
[CARNIVORE]<br />
[DIFFICULTY:10]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:CAVERNS]<br />
[SPHERE:DISEASE]<br />
[BODY_SIZE:0:0:10000000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:83]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_SHELL:RCP_TWO_WINGS]<br />
[FLIER]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:GRIME]<br />
[TISSUE_MAT_STATE:SOLID]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[NOT_LIVING]<br />
[NOT_BUTCHERABLE]<br />
[ODOR_STRING:filth]<br />
[ODOR_LEVEL:90]<br />
[COLOR:6:0:0]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:beast sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:FORGOTTEN_BEAST_53:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_PARALYSIS:SEV:100:PROB:100:START:1166:PEAK:1652:END:3278:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:768:PEAK:1984:END:4260:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_FEVER:SEV:100:PROB:100:START:1070:PEAK:2378:END:5366:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:ADV_NAME:Spit glob]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]<br />
[CDI:WAIT_PERIOD:30]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A gigantic snail composed of grime and filth. It has wings and it has a gaunt appearance. Beware its deadly spittle!]<br />
<br />
[CREATURE:FORGOTTEN_BEAST_54]<br />
[GENERATED]<br />
[FEATURE_BEAST]<br />
[ATTACK_TRIGGER:0:0:50000]<br />
[NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[NO_GENDER]<br />
[CARNIVORE]<br />
[DIFFICULTY:10]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:CAVERNS]<br />
[SPHERE:THEFT]<br />
[SPHERE:WATER]<br />
[BODY_SIZE:0:0:10000000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:66]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_SHELL]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:WATER]<br />
[TISSUE_MAT_STATE:LIQUID]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[NOT_LIVING]<br />
[NOT_BUTCHERABLE]<br />
[COLOR:1:0:1]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[THICKWEB]<br />
[WEBIMMUNE]<br />
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]<br />
[WEBBER:LOCAL_CREATURE_MAT:SILK]<br />
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Spray web]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:5]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:30]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:An enormous blob composed of water. It has an enormous shell and it squirms and fidgets. Beware its webs!] <br />
<br />
[CREATURE:FORGOTTEN_BEAST_55]<br />
[GENERATED]<br />
[FEATURE_BEAST]<br />
[ATTACK_TRIGGER:0:0:50000]<br />
[NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[NO_GENDER]<br />
[CARNIVORE]<br />
[DIFFICULTY:10]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:CAVERNS]<br />
[SPHERE:DEPRAVITY]<br />
[SPHERE:WATER]<br />
[BODY_SIZE:0:0:10000000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:80]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_1_HEAD_HORN:RCP_4_TOES:RCP_3_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_3_EYELIDS:RCP_PROBOSCIS]<br />
[FLIER]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:SKIN]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:SKIN]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[HOMEOTHERM:10040]<br />
[SELECT_MATERIAL:SCALE]<br />
[STATE_COLOR:ALL_SOLID:CHOCOLATE]<br />
[COLOR:4:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:stab:stabs]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[SPECIALATTACK_SUCK_BLOOD:50:100]<br />
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:gore:gores]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A towering three-eyed pterosaur. It has a long, curving horn and it has a gaunt appearance. Its chocolate scales are jagged and overlapping. Beware its hunger for warm blood!]<br />
<br />
[CREATURE:FORGOTTEN_BEAST_56]<br />
[GENERATED]<br />
[FEATURE_BEAST]<br />
[ATTACK_TRIGGER:0:0:50000]<br />
[NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[NO_GENDER]<br />
[CARNIVORE]<br />
[DIFFICULTY:10]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:CAVERNS]<br />
[SPHERE:DISEASE]<br />
[BODY_SIZE:0:0:10000000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:72]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_2_TAILS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[USE_MATERIAL_TEMPLATE:FLAME:FLAME_TEMPLATE]<br />
[MAT_FIXED_TEMP:25000]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLAME]<br />
[TISSUE_MAT_STATE:GAS]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[NOT_LIVING]<br />
[NOT_BUTCHERABLE]<br />
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Hurl fireball]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:FLOW:FIREBALL]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:2]<br />
[CDI:WAIT_PERIOD:30]<br />
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Spray jet of fire]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:FLOW:FIREJET]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:5]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:30]<br />
[FIREIMMUNE_SUPER]<br />
[ODOR_STRING:smoke]<br />
[ODOR_LEVEL:90]<br />
[COLOR:4:0:1]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[FIXED_TEMP:25000]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A great humanoid composed of flame. It has two short tails and it squirms and fidgets.]<br />
<br />
}}<br />
{{Creatures}}<br />
{{Category|Megabeasts}}<br />
{{Category|Trapavoid}}<br />
{{Category|Building destroyer}}<br />
{{Category|No Stun}}<br />
{{Category|Flying}}<br />
{{Category|Syndrome}}<br />
{{Category|Webs}}<br />
{{Category|Shell}}<br />
[[ru:DF2012:Forgotten beast]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Health_care&diff=259117
Health care
2021-09-09T01:24:16Z
<p>Fleeting Frames: /* Tips for an effective hospital */ Military dwarves keep fighting or stationing when injured & there's better ways to handle adamantine thread.</p>
<hr />
<div>{{Quality|Masterwork|11:55, 22 June 2020 (UTC)}}<br />
{{av}}<br />
{{buggy|bugsection=Bugs}}<br />
<br />
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, [[traction bench]]es, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.<br />
<br />
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals "requesting" diagnosis in the [[Health screen|z-health screen]]. <br />
<br />
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. <br />
<br />
==Setting up a hospital==<br />
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure "Hospital" is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.<br />
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.<br />
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. A small hospital can manage with 2 containers, while a fully-fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)<br />
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.<br />
** Multiple dwarves may undergo simultaneous surgeries on the same table.<br />
* Build one or more [[traction bench]]es ({{k|b}}-{{k|R}}) to handle compound fractures when the dwarf requires "immobilization."<br />
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.<br />
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.<br />
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as individual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).<br />
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}. Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)<br />
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material. Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.<br />
<br />
== Skills and injuries==<br />
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.<br />
<br />
* [[Diagnostician]] - determines what procedures (of the other four) are necessary<br />
:* [[Surgeon]] - repairs serious injuries to muscle, bones, organs<br />
:* [[Suturer]] - stops serious bleeding <br />
:* [[Wound dresser]] - finalizes closed wounds for healing<br />
:* [[Bone doctor]] - sets simple breaks for healing<br />
...''and...''<br />
* [[Labor|Recovering wounded]] - for those who cannot walk to a hospital zone<br />
* Feed patients/prisoners - for those who cannot walk to food/drink<br />
<br />
Those with the '''recover wounded''' labor will attempt to carry a wounded dwarf to the hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves, especially ones in full armor, are not light, and these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task. Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.<br />
<br />
A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury, a treatment labor will occur. Diagnosis is often required between procedures as well.<br />
<br />
[[Wound|Injuries]]<br />
:{| border=0 cellpadding=0 cellspacing=1 style="background: black"<br />
|-<br />
|<font color="#ffffff"> {{gametext|'''NONE: No recorded active wounds on the part.'''|7:1}}</font><br />
|-<br />
|<font color="#808000"> {{gametext|'''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''|8:1}}</font><br />
|-<br />
|<font color="#ffff00"> {{gametext|'''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''|9:1}}</font><br />
|-<br />
|<font color="#00ffff"> {{gametext|'''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''|3:1}}</font><br />
|-<br />
|<font color="#ff0000"> {{gametext|'''BROKEN: The part has lost all structural integrity or muscular ability.'''|4:1}}</font><br />
|-<br />
|<font color="#808080"> {{gametext|'''MISSING: The part is completely gone.'''|#999}}</font><br />
|}<br />
If a chief medical dwarf is appointed, you can view your fortress' health using the {{k|z}}-status key, or individually by selecting a dwarf and using {{k|w}} for wounds section.<br />
<br />
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.<br />
<br />
: Surgery also covers repair of [[Health care#Infection|infected]] or rotten wounds. Typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care or just bad luck.<br />
<br />
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth (for minor fractures), splints and casts, or traction benches. [[Health screen#Fifth Key Column|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.<br />
<br />
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.<br />
<br />
* Closed wounds will be dressed by a wound dresser. <br />
<br />
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.<br />
<br />
==Infection==<br />
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.<br />
<br />
Causes of infection include:<br />
* No cleaning of the wounds.<br />
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}<br />
* Cleaning without [[soap]].<br />
* Bad luck<br />
<br />
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.<br />
<br />
== Equipment ==<br />
=== Traction benches ===<br />
<br />
A '''traction bench''' is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.<br />
<br />
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. "Recycling" low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).<br />
<br />
=== Casts ===<br />
<br />
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.<br />
<br />
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3 points per unit; each unit comes with a free bag.<br />
<br />
=== Splints ===<br />
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up, since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.<br />
<br />
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].<br />
<br />
=== Other equipment===<br />
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.<br />
*[[Table]]s are used to conduct operations on.<br />
*[[Bed]]s are used by patients to rest.<br />
*[[Thread]] is used to suture closed wounds.<br />
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.<br />
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.<br />
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol.<br />
*[[Bucket]]s are used to gather and hold the water for its uses.<br />
*[[Container]]s are used to store hospital supplies.<br />
<br />
==Tips for an effective hospital==<br />
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.<br />
** Note that the quantities listed in the "Set Hospital Information" screen are different than those used in stockpiles.<br />
*** 1 stockpile unit of thread = 15000 in the hospital<br />
*** 1 cloth = 10000<br />
*** 1 soap = 150<br />
*** 1 gypsum powder = 150<br />
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.<br />
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.<br />
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.<br />
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. <br />
* You may wish to consider individual rooms for each bed, if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize.<br />
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.<br />
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen. Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.<br />
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately, so long as there is an idle dwarf.<br />
* Create "nurses" by setting dwarves to only use the Recover wounded, Give food and Give water labors. <br />
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).<br />
** "Recover wounded", "Give food" and "Give water" are low-priority jobs, so it is entirely possible for a patient to starve, dehydrate, or bleed to death if no one ever gets "unbusy" enough to bring them food or water, or move them to the hospital.<br />
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle — if they become injured, they cannot treat themselves.<br />
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.<br />
* If you use Dwarf Therapist, try to select strong or large sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].<br />
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile. "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created. Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery. Best bet is ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}<br />
* Long-term residents will seek medical care if injured. This includes non-dwarves. Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. <br />
* Set the hospital zone to inactive and forbid everything in it when you don't have any real medical issues. It will prevent dwarves who have no real injuries from useless resting there (bee stings & harmless evil weather syndromes can result in this, medics will cancel diagnose patient due to "not resting" because the resting phase usually ends very fast).<br />
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in hospital, while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.<br />
* You may want to disable the hospital if you want your injured dwarves to get up from it while you lack the equipment to treat them. When able, military dwarves will keep fighting enemies or follow current valid station or kill orders despite injuries they may incur, but civilian dwarves will go into "resting mode" when injured, and once they've gone or carried in they wont leave the hospital until injury is healed or treated. You can re-enable the hospital once you no longer need your dwarves to stay out of it.<br />
<br />
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special "[[raw adamantine|exotic]]" strands. You may want to forbid these during medical emergencies.<br />
<br />
==Bugs==<br />
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}<br />
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.<br />
* Adamantine thread used for suturing. {{Bug|1346}}<br />
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}<br />
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.<br />
<br />
<br />
{{d for dwarf}}<br />
Soap is the only item dwarves will use to sterilize a wound. While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity. Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.<br />
<br />
{{Category|Healthcare}}<br />
{{Industry}}<br />
[[ru:Health care]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Entity_token&diff=258880
DF2014 Talk:Entity token
2021-08-23T19:10:36Z
<p>Fleeting Frames: /* UNDEAD_CANDIDATE */ new section</p>
<hr />
<div>== New Set Of Tokens In Entity Definitions == <br />
<br />
Kobolds now seem to use a different form of animal specification in their entity_default.txt entry - in the previous version, it was <pre>[USE_CAVE_ANIMALS]</pre>. It's now this set of tokens:<br />
<br />
<pre><br />
[ANIMAL]<br />
[ANIMAL_CLASS:POISONOUS]<br />
[ANIMAL_FORBIDDEN_CLASS:MAMMAL]<br />
[ANIMAL_NEVER_MOUNT]<br />
[ANIMAL_NEVER_WAGON_PULLER]<br />
[ANIMAL_NEVER_PACK_ANIMAL]<br />
[ANIMAL_ALWAYS_PET]<br />
[ANIMAL_ALWAYS_SIEGE]<br />
</pre><br />
<br />
All of these seem to be fairly self explanatory? Just sorta posting this because I wanted to highlight the change, but don't currently have the time to play with these enough to give accurate descriptions. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 11:57, 1 December 2017 (UTC)<br />
<br />
== Generated creatures entity ==<br />
<br />
How make civ of demons? --[[Special:Contributions/93.77.222.197|93.77.222.197]] 07:38, 24 April 2019 (UTC)<br />
:The creature IDs of demons are DEMON_1, DEMON_2, DEMON_3, and so on. I tried making a civilization out of DEMON_1, but it does not work. The game throws an error about not recognizing DEMON_1 during reading the raw files, long before any demons are generated. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 15:14, 25 April 2019 (UTC)<br />
::Entity with demons can be made by ANIMALS_ALWAYS_PRESENT. But how made entity with only demons? Or only demons and race of demon masters? --[[Special:Contributions/93.77.222.197|93.77.222.197]] 16:50, 25 April 2019 (UTC)<br />
:::As I said above, this does not appear to be possible, as the game gives an error if you try. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 16:59, 25 April 2019 (UTC)<br />
::::So, how forbid all not generated creatures?--[[Special:Contributions/93.77.222.197|93.77.222.197]] 17:10, 25 April 2019 (UTC)<br />
:::::You still have to select a "main" creature for the entity population, such as dwarves in the dwarven civilization, and you apparently can't choose a generated creature for that. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 17:23, 25 April 2019 (UTC)<br />
::::::I know. But how make all other creatures in entity generated? --[[Special:Contributions/93.77.222.197|93.77.222.197]] 18:10, 25 April 2019 (UTC)<br />
:::::::You could add an arbitrary creature class (such as <code>[CREATURE_CLASS:NOT_GENERATED]</code>) to every creature in the raws, and then piece up something like that:<br />
[ANIMAL]<br />
[ANIMAL_FORBIDDEN_CLASS:NOT_GENERATED]<br />
[ANIMAL_ALWAYS_PRESENT]<br />
[ANIMAL_ALWAYS_PET]<br />
:::::::I tested that, it works. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 19:28, 25 April 2019 (UTC)<br />
::::::::How add class to every creature?--[[Special:Contributions/93.77.222.197|93.77.222.197]] 20:15, 25 April 2019 (UTC)<br />
:::::::::You have to do it manually. The Notepad's "find and replace" option helps a lot. Replace a thing like that: <br />
<code>[NAME:</code><br />
:::::::::with that:<br />
<code>[CREATURE_CLASS:NOT_GENERATED][NAME:</code><br />
:::::::::This will insert the class token before the <code>NAME</code> token in every creature in the file. Do the same for other files as well. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 20:34, 25 April 2019 (UTC)<br />
::::::::::Game have a lot of files. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:33, 26 April 2019 (UTC)<br />
<br />
== Always present ==<br />
<br />
If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.<br />
<br />
== SPHERE_ALIGNMENT description incorrect? ==<br />
<br />
It's admittedly an old post, but according to Toady SPHERE_ALIGNMENT only "changes trade values for items" (similar to ITEM_IMPROVEMENT_MODIFIER?). The post is quoted [http://www.bay12forums.com/smf/index.php?topic=78450.msg2259626#msg2259626 here], but unfortunately I can't find the original post from forum searching. It could possibly be that the usage of the token has changed across versions, and that the wiki's description of ''"This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon"'' is correct, however that description has been used and present even for versions predating that post.<br />
<br />
Has there been any testing to investigate which of either of these is correct?<br />
[[Special:Contributions/35.191.2.87|35.191.2.87]] 11:53, 22 February 2020 (UTC)<br />
<br />
== UNDEAD_CANDIDATE ==<br />
<br />
Saw [https://dwarffortresswiki.org/index.php?title=40d:Entity_token&diff=258859&oldid=258858 this edit] on the 40d version.<br />
<br />
Good removal - I'm guessing the info was put on there due google redirecting to older wiki pages - but when going to edit it in in current version, also saw Toady saying in FotF it does nothing between 34.11 and 47.05 at least.<br />
<br />
Probably one of these can't be right. <br />
<br />
Here's where I'd message the old user, but seems like it was done by [https://dwarffortresswiki.org/index.php?title=40d:Entity_token&diff=222216&oldid=194682 unregistered user] in 2015. Can't find anything corraborating on bay12 with brief search for the tag either.<br />
<br />
Anyway, recording it here so it isn't lost and as a potential ‼science‼ project for someone to get a save to dffd/worldgen parameters to see one way or another.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 19:10, 23 August 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Ceramic_industry&diff=258837
Ceramic industry
2021-08-19T20:13:26Z
<p>Fleeting Frames: /* Glazing */ Ash only uses 1/150th of a bar.</p>
<hr />
<div>{{Quality|Masterwork|20:25, 9 January 2017 (UTC)}}<br />
{{av}}<br />
<br />
[[File:clay_pots_sm.jpg|thumb|260px|right|Clay goods]]The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]]. Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making them a lucrative option for wealth creation. Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used. [[Earthenware]] items are produced from generic [[clay]], [[stoneware]] from [[fire clay]] and [[porcelain]] from the stone [[kaolinite]]. In order to ensure watertight [[earthenware]] containers ([[jug]]s and [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]]. The ceramics industry also produces [[gypsum plaster]] which is critical for dwarven [[healthcare]]. [[Pearlash]], a critical production material for the [[glass industry]], is also created as a crossover material from the ceramic industry.<br />
<br />
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source. Regardless of material category, the specific goods that can be produced are: [[jug]]s, [[large pot]]s, [[block|bricks]] (clay blocks), [[statue]]s, [[craft]]s, and [[hive|beehives]]. [[Gypsum plaster]] and [[pearlash]] are also created at a kiln, but use the [[furnace operator]] instead of the potter labor.<br />
<br />
== Industry requirements: resources, facilities, and labor ==<br />
* Resources: [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]] <br />
* Facilities: [[Kiln]] or [[Magma kiln]], [[Wood furnace]]<br />
* Labors: Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).<br />
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)<br />
<br />
== Categories of ceramic wares ==<br />
=== Earthenware ===<br />
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are typically the most abundant and readily available ware type. Earthenware items have a base value of {{money|3}} (equivalent to the highest value stone - [[obsidian]]). Earthenware items are '''not''' waterproof, and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage. Glazing can also be used to increase the value of the item. Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as the glazing material (ash).<br />
<br />
=== Stoneware ===<br />
[[Stoneware]] ceramics can only be made from [[fire clay]], which is a fairly rare type of [[soil]]. As with generic clay, fire clay is collected using the clay collection [[activity zone]]. Stoneware items have a base value of {{money|4}}. They do not require glazing in order to be waterproof.<br />
<br />
=== Porcelain ===<br />
[[Porcelain]] ceramics can only be made from [[kaolinite]], a dark red [[magma-safe]] [[stone]] which may be found in large clusters in sedimentary layers. It must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[glass industry]]). Porcelain items have a value multiplier of 10x (equivalent to [[silver]].) Porcelain items are naturally waterproof (do not require glazing). While the stone itself is magma safe, porcelain blocks are not.<br />
<br />
=== Gypsum plaster ===<br />
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout. Gypsum plaster is used to create casts, which are used for [[healthcare]] as an alternative to making and using splints. Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]. The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.<br />
<br />
== Earthenware production ==<br />
=== Clay collection ===<br />
[[File:Earthenware Only.jpg|Thumb|right|400px|]]<br />
Earthenware ceramics require generic clay as the basic raw material. There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]]. To collect clay, you will need to do the following:<br />
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.<br />
# Ensure that at least one dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.<br />
# Select a [[Kiln]] and issue a clay collection order. If you plan on producing a lot of items, it is a good idea to set this order on repeat.<br />
As long as at least one tile of clay is available on your fortress map, you will be able to harvest clay infinitely. Collected clay appears as a boulder (similar to stone boulders) and does not use containers for storage or transport. Once harvested, the collecting dwarf will haul the clay to an appropriate [[stockpile]], if available. If there are no suitable [[stockpile]]s, the clay will be left at the collection site.<br />
<br />
==== Firing clay ====<br />
Earthenware items are produced at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Select the kiln and then designate the item to be made. There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel. A standard [[kiln]] will consume one unit of [[fuel]] per job. (For a discussion of fuel sources, see the [[fuel industry]].) <br />
<br />
=== Glazing ===<br />
[[File:Glazing only.jpg|Thumb|right|400px|]]<br />
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal. Earthenware must be re-fired with a glaze material (or medium), of which there are two types, [[ash]] and [[cassiterite]] to produce a completed glazed product. Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]]. Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]]. Earthenware items re-fired in a kiln with 1/150th of a bar of [[ash]] produce [[ash glaze]]d items which adds {{money|50}} to the items value, though a full bar is required to start the job. Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds {{money|100}} to the items value. [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans. Bars of tin cannot be used to make tin glazes. Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware. It is effectively a unique (to ceramics and some stone items) form of item decoration.<br />
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[[File:Ash Only.jpg|Thumb|left|400px|]]<br />
<br />
==== Production of glaze medium ====<br />
* [[Ash]] bars are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.<br />
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]]. It is typically rare, and when present, is used to support the [[metal industry]].<br />
{{clear}}<br />
<br />
== Stoneware production ==<br />
[[File:Stoneware Only.jpg||Thumb|right|400px|]]<br />
=== Fire clay collection ===<br />
Stoneware is notable in that it can only be made from [[fire clay]]. The collection of fire clay is done in exactly the same manner as regular clay collection. <br />
<br />
=== Firing fire clay ===<br />
Stoneware items are produced by firing them at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.<br />
{{clear}}<br />
<br />
== Porcelain production ==<br />
[[File:Porcelain only.jpg||Thumb|right|400px|]]<br />
=== Kaolinite collection ===<br />
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering. It appears dark red in color, and is a sedimentary stone found in large clusters. The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes <del>too rapid</del> lots of [[fun]]) wealth generation for a fortress. If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]]. Check with your [[outpost liaison]] and request the stone. They probably won't bring a lot, but it will give you something to work with.<br />
<br />
=== Firing porcelain ===<br />
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.<br />
<br />
== Ceramic industry output ==<br />
*'''Jugs and Large Pots:''' Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility. One consideration for their use would be the consideration of item [[weight]]. Earthenware is the lightest of the three -ware types with a [[density]] of 1360, which is much less than almost every type of stone, and all three types of glass (2600). [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320). The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700. Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become. So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course, you have gobs of adamantine to spare.)<br />
*'''Crafts:''' The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is the [[kiln]]. That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.<br />
*'''Ceramic Bricks (aka blocks):''' While all ceramic bricks are [[fire-safe]], they are not [[magma safe]] (even though porcelain is made from the magma-safe stone kaolinite). Ceramic bricks are 3-10x as valuable as common stone blocks and may be produced in infinite quantities if you have a local source of clay, making them marginally useful for improving the value of [[road]]s, [[bridge]]s, and [[room value|rooms]] in soil layers. If kaolinite is set to "non-economic" via the {{k|z}} Stone menu, a mason can convert one kaolinite boulder into four low-value, magma-safe kaolinite blocks instead.<br />
*'''Statues:''' If high-value decorative metals ([[gold]], [[silver]], [[platinum]] and their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high-value rooms. The endless nature of earthenware and stoneware statues also makes them suitable for producing in high quantities to achieve the same purpose, or simply to create impressive-looking architecture.<br />
<br />
== Benefits of skilled labor and strange moods ==<br />
A skilled [[potter]] or [[glazer]] will generate items or decorations of a higher value. If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items. Likewise, while done one at time, ash glazing is very fast with low resource cost. Neither the [[potter]] nor [[glazer]] labor qualifies for [[strange mood]]s. It can be worthwhile to give these dwarves some experience in a desirable "moodable" skill like [[weaponsmith]] to avoid getting another legendary [[woodcrafter]].<br />
<br />
==Advanced industry management==<br />
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put dedicated kiln(s) on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln. (Or just use the workshop profile) Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process, have several dwarves with item hauling enabled for each kiln set to gather clay. Putting the collection zone as close as possible to the operating kiln and collection kilns reduces both hauling and travel time. The zone can be designated right on top of the operating kiln with no ill effects, and reduces the potter’s hauling duties to almost nil. There appear to be no issues with small (1-6 tile) zones with multiple collection kilns, although further research/experience is required.<br />
# '''Managing your Stocks:''' Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so it's a good idea to create fairly large clay stockpiles close to your kilns. [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.) Alternatively, quantum stockpiles are a useful space-saving (but management-intensive) alternative. Kaolinite boulders also take up a full tile, so somewhat large stockpiles are useful for that as well.<br />
# '''Ware Specific Production:''' If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type. This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using linked [[stockpile]]s or workshop-restricting [[burrow]]s. Ideally you could create a single kiln for each ware type and link it to a dedicated stockpile. You will also need to link non-magma kilns to a fuel stockpile (you can use the same fuel stockpile for multiple kilns). Workshop-restricting burrows can be set up similarly. Another approach uses the fact that dwarves will usually go for the nearest available resource. Make a custom dedicated stockpile right next to a kiln, isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no-longer-needed material and carry in the newly desired one. You can also try forbidding the raw materials so dwarves can't make goods from them. This is probably most useful for kaolinite because of its limited availability.<br />
# '''Glaze Specific Production:''' If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material. Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile. You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type. It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available. Ash is produced as a bar, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash. Tin bars can't be used to make tin glazes, so don't smelt cassiterite if you don't need tin bars.<br />
<br />
=== Ceramics industry integrated flowchart ===<br />
{{collapsible|Production Flowchart (click to enlarge)|<br />
[[File:Ceramics Flowchart (All).jpg|thumb|800px|center|Ceramic Industry Production Flowcharts]]<br />
}}<br />
<br />
== Ceramic industry crossover ==<br />
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry. [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]]. As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.<br />
#'''Jewelry Industry:''' Clay can be used by a [[gem cutter]] to advance their cutting [[skill]]. As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone. The main drawback is the time it takes for an [[hauling|item hauler]] to gather the clay. <br />
#'''Fuel Industry:''' The ceramic industry relies on fuel to function properly. Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. <br />
#'''Wood Industry:''' The glazing of earthenware products relies on [[ash]]. If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.<br />
<br />
== Notes, tips, and tricks: ==<br />
* '''Embark:''' To ensure that you can set up a basic ceramic industry, make sure that either '''"clay"''' or '''"shallow clay"''' is shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)<br />
* Raw clay boulders can also be used in construction, similar to stone boulders.<br />
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles. When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.<br />
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]]. Raw clay is not [[fire-safe]].<br />
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction. Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].<br />
<br />
<br />
{{D for Dwarf}}<br />
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making "really big things". Take, for example, the ceramic statue. Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large. It follows that a "really big kiln", (say 10-12 feet tall) would be required to fire one of these "really big statues" using incredibly accurate temperature control. For a Dwarf, these feats of engineering are taken in (short legged) stride. Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.<br />
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{{Category|Industry}}<br />
{{Ceramic industry}}<br />
{{Industry}}<br />
[[ru:Ceramic industry]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Ceramic_industry&diff=258836
Ceramic industry
2021-08-19T20:10:44Z
<p>Fleeting Frames: /* Benefits of skilled labor and strange moods */ Glazers have long since been able to gain exp.</p>
<hr />
<div>{{Quality|Masterwork|20:25, 9 January 2017 (UTC)}}<br />
{{av}}<br />
<br />
[[File:clay_pots_sm.jpg|thumb|260px|right|Clay goods]]The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]]. Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making them a lucrative option for wealth creation. Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used. [[Earthenware]] items are produced from generic [[clay]], [[stoneware]] from [[fire clay]] and [[porcelain]] from the stone [[kaolinite]]. In order to ensure watertight [[earthenware]] containers ([[jug]]s and [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]]. The ceramics industry also produces [[gypsum plaster]] which is critical for dwarven [[healthcare]]. [[Pearlash]], a critical production material for the [[glass industry]], is also created as a crossover material from the ceramic industry.<br />
<br />
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source. Regardless of material category, the specific goods that can be produced are: [[jug]]s, [[large pot]]s, [[block|bricks]] (clay blocks), [[statue]]s, [[craft]]s, and [[hive|beehives]]. [[Gypsum plaster]] and [[pearlash]] are also created at a kiln, but use the [[furnace operator]] instead of the potter labor.<br />
<br />
== Industry requirements: resources, facilities, and labor ==<br />
* Resources: [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]] <br />
* Facilities: [[Kiln]] or [[Magma kiln]], [[Wood furnace]]<br />
* Labors: Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).<br />
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)<br />
<br />
== Categories of ceramic wares ==<br />
=== Earthenware ===<br />
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are typically the most abundant and readily available ware type. Earthenware items have a base value of {{money|3}} (equivalent to the highest value stone - [[obsidian]]). Earthenware items are '''not''' waterproof, and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage. Glazing can also be used to increase the value of the item. Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as the glazing material (ash).<br />
<br />
=== Stoneware ===<br />
[[Stoneware]] ceramics can only be made from [[fire clay]], which is a fairly rare type of [[soil]]. As with generic clay, fire clay is collected using the clay collection [[activity zone]]. Stoneware items have a base value of {{money|4}}. They do not require glazing in order to be waterproof.<br />
<br />
=== Porcelain ===<br />
[[Porcelain]] ceramics can only be made from [[kaolinite]], a dark red [[magma-safe]] [[stone]] which may be found in large clusters in sedimentary layers. It must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[glass industry]]). Porcelain items have a value multiplier of 10x (equivalent to [[silver]].) Porcelain items are naturally waterproof (do not require glazing). While the stone itself is magma safe, porcelain blocks are not.<br />
<br />
=== Gypsum plaster ===<br />
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout. Gypsum plaster is used to create casts, which are used for [[healthcare]] as an alternative to making and using splints. Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]. The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.<br />
<br />
== Earthenware production ==<br />
=== Clay collection ===<br />
[[File:Earthenware Only.jpg|Thumb|right|400px|]]<br />
Earthenware ceramics require generic clay as the basic raw material. There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]]. To collect clay, you will need to do the following:<br />
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.<br />
# Ensure that at least one dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.<br />
# Select a [[Kiln]] and issue a clay collection order. If you plan on producing a lot of items, it is a good idea to set this order on repeat.<br />
As long as at least one tile of clay is available on your fortress map, you will be able to harvest clay infinitely. Collected clay appears as a boulder (similar to stone boulders) and does not use containers for storage or transport. Once harvested, the collecting dwarf will haul the clay to an appropriate [[stockpile]], if available. If there are no suitable [[stockpile]]s, the clay will be left at the collection site.<br />
<br />
==== Firing clay ====<br />
Earthenware items are produced at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Select the kiln and then designate the item to be made. There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel. A standard [[kiln]] will consume one unit of [[fuel]] per job. (For a discussion of fuel sources, see the [[fuel industry]].) <br />
<br />
=== Glazing ===<br />
[[File:Glazing only.jpg|Thumb|right|400px|]]<br />
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal. Earthenware must be re-fired with a glaze material (or medium), of which there are two types, [[ash]] and [[cassiterite]] to produce a completed glazed product. Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]]. Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]]. Earthenware items re-fired in a kiln with a bar of [[ash]] produce [[ash glaze]]d items which adds {{money|50}} to the items value. Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds {{money|100}} to the items value. [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans. Bars of tin cannot be used to make tin glazes. Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware. It is effectively a unique (to ceramics and some stone items) form of item decoration.<br />
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[[File:Ash Only.jpg|Thumb|left|400px|]]<br />
<br />
==== Production of glaze medium ====<br />
* [[Ash]] bars are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.<br />
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]]. It is typically rare, and when present, is used to support the [[metal industry]].<br />
{{clear}}<br />
<br />
== Stoneware production ==<br />
[[File:Stoneware Only.jpg||Thumb|right|400px|]]<br />
=== Fire clay collection ===<br />
Stoneware is notable in that it can only be made from [[fire clay]]. The collection of fire clay is done in exactly the same manner as regular clay collection. <br />
<br />
=== Firing fire clay ===<br />
Stoneware items are produced by firing them at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.<br />
{{clear}}<br />
<br />
== Porcelain production ==<br />
[[File:Porcelain only.jpg||Thumb|right|400px|]]<br />
=== Kaolinite collection ===<br />
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering. It appears dark red in color, and is a sedimentary stone found in large clusters. The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes <del>too rapid</del> lots of [[fun]]) wealth generation for a fortress. If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]]. Check with your [[outpost liaison]] and request the stone. They probably won't bring a lot, but it will give you something to work with.<br />
<br />
=== Firing porcelain ===<br />
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.<br />
<br />
== Ceramic industry output ==<br />
*'''Jugs and Large Pots:''' Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility. One consideration for their use would be the consideration of item [[weight]]. Earthenware is the lightest of the three -ware types with a [[density]] of 1360, which is much less than almost every type of stone, and all three types of glass (2600). [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320). The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700. Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become. So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course, you have gobs of adamantine to spare.)<br />
*'''Crafts:''' The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is the [[kiln]]. That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.<br />
*'''Ceramic Bricks (aka blocks):''' While all ceramic bricks are [[fire-safe]], they are not [[magma safe]] (even though porcelain is made from the magma-safe stone kaolinite). Ceramic bricks are 3-10x as valuable as common stone blocks and may be produced in infinite quantities if you have a local source of clay, making them marginally useful for improving the value of [[road]]s, [[bridge]]s, and [[room value|rooms]] in soil layers. If kaolinite is set to "non-economic" via the {{k|z}} Stone menu, a mason can convert one kaolinite boulder into four low-value, magma-safe kaolinite blocks instead.<br />
*'''Statues:''' If high-value decorative metals ([[gold]], [[silver]], [[platinum]] and their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high-value rooms. The endless nature of earthenware and stoneware statues also makes them suitable for producing in high quantities to achieve the same purpose, or simply to create impressive-looking architecture.<br />
<br />
== Benefits of skilled labor and strange moods ==<br />
A skilled [[potter]] or [[glazer]] will generate items or decorations of a higher value. If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items. Likewise, while done one at time, ash glazing is very fast with low resource cost. Neither the [[potter]] nor [[glazer]] labor qualifies for [[strange mood]]s. It can be worthwhile to give these dwarves some experience in a desirable "moodable" skill like [[weaponsmith]] to avoid getting another legendary [[woodcrafter]].<br />
<br />
==Advanced industry management==<br />
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put dedicated kiln(s) on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln. (Or just use the workshop profile) Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process, have several dwarves with item hauling enabled for each kiln set to gather clay. Putting the collection zone as close as possible to the operating kiln and collection kilns reduces both hauling and travel time. The zone can be designated right on top of the operating kiln with no ill effects, and reduces the potter’s hauling duties to almost nil. There appear to be no issues with small (1-6 tile) zones with multiple collection kilns, although further research/experience is required.<br />
# '''Managing your Stocks:''' Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so it's a good idea to create fairly large clay stockpiles close to your kilns. [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.) Alternatively, quantum stockpiles are a useful space-saving (but management-intensive) alternative. Kaolinite boulders also take up a full tile, so somewhat large stockpiles are useful for that as well.<br />
# '''Ware Specific Production:''' If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type. This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using linked [[stockpile]]s or workshop-restricting [[burrow]]s. Ideally you could create a single kiln for each ware type and link it to a dedicated stockpile. You will also need to link non-magma kilns to a fuel stockpile (you can use the same fuel stockpile for multiple kilns). Workshop-restricting burrows can be set up similarly. Another approach uses the fact that dwarves will usually go for the nearest available resource. Make a custom dedicated stockpile right next to a kiln, isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no-longer-needed material and carry in the newly desired one. You can also try forbidding the raw materials so dwarves can't make goods from them. This is probably most useful for kaolinite because of its limited availability.<br />
# '''Glaze Specific Production:''' If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material. Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile. You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type. It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available. Ash is produced as a bar, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash. Tin bars can't be used to make tin glazes, so don't smelt cassiterite if you don't need tin bars.<br />
<br />
=== Ceramics industry integrated flowchart ===<br />
{{collapsible|Production Flowchart (click to enlarge)|<br />
[[File:Ceramics Flowchart (All).jpg|thumb|800px|center|Ceramic Industry Production Flowcharts]]<br />
}}<br />
<br />
== Ceramic industry crossover ==<br />
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry. [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]]. As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.<br />
#'''Jewelry Industry:''' Clay can be used by a [[gem cutter]] to advance their cutting [[skill]]. As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone. The main drawback is the time it takes for an [[hauling|item hauler]] to gather the clay. <br />
#'''Fuel Industry:''' The ceramic industry relies on fuel to function properly. Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. <br />
#'''Wood Industry:''' The glazing of earthenware products relies on [[ash]]. If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.<br />
<br />
== Notes, tips, and tricks: ==<br />
* '''Embark:''' To ensure that you can set up a basic ceramic industry, make sure that either '''"clay"''' or '''"shallow clay"''' is shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)<br />
* Raw clay boulders can also be used in construction, similar to stone boulders.<br />
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles. When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.<br />
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]]. Raw clay is not [[fire-safe]].<br />
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction. Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].<br />
<br />
<br />
{{D for Dwarf}}<br />
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making "really big things". Take, for example, the ceramic statue. Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large. It follows that a "really big kiln", (say 10-12 feet tall) would be required to fire one of these "really big statues" using incredibly accurate temperature control. For a Dwarf, these feats of engineering are taken in (short legged) stride. Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.<br />
<br />
{{Category|Industry}}<br />
{{Ceramic industry}}<br />
{{Industry}}<br />
[[ru:Ceramic industry]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Installation&diff=258814
Installation
2021-08-18T02:30:45Z
<p>Fleeting Frames: /* Install dependencies */ libgtk2.0-0:i386 still seems to be needed, much like the 64-bit version on 64 bit df</p>
<hr />
<div>{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}<br />
{{av}}<br />
<br/><br />
{{quick download|{{current/version/ns}}}}<br />
<br/><br />
{{TOC right}}<br />
= Download =<br />
<br />
Free alpha builds of ''Dwarf Fortress Classic'' are available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. "All versions" links to a page with additional choices, including 32-bit builds for all platforms, "small" builds for Windows (which lack sound files), and "legacy" builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.<br />
<br />
''Dwarf Fortress'' is slated to be released on the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms in the future. These paid versions of the game will include an all-new graphical [[tileset]] and new music tracks. Additionally, the Steam version will include Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' (which will remain available for free). <br />
<br />
== Third-Party Packages ==<br />
<br />
{{main|Utility:Lazy Newb Pack}}<br />
<br />
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.<br />
<br />
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set]. Most notable graphics sets are included in the packs mentioned above.<br />
<br />
= Installation =<br />
:''Also see: [[System requirements]]''<br />
<br />
== Windows ==<br />
<br />
There is no installer for the game - simply extract the archive contents to a folder somewhere and run the game from within that folder by opening "''Dwarf Fortress''.exe".<br />
<br />
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many "my saved games keep getting deleted" complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later. (However, this rather assumes that one actually ''has'' an archive extractor to begin with, perhaps preinstalled: [https://www.7-zip.org/ example remedy for that issue]) <br />
<br />
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.<br />
<br />
If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]<br />
<br />
== Mac ==<br />
<br />
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.<br />
<br />
To start the game, execute the launch script "df". Launching "dwarfort.exe" by itself will ''not'' work (since the "df" script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).<br />
<br />
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.<br />
<br />
=== Fixes for common issues ===<br />
<br />
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.<br />
<br />
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing <code>dwarfort.exe</code>:<br />
* <code>find . -print0 | xargs -0 xattr -d com.apple.quarantine</code><br />
<br />
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}<br />
<br />
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}<br />
* Rename "libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework" to "libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework" to fix this.<br />
<br />
== Linux ==<br />
<br />
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.<br />
<br />
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.<br />
<br />
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.<br />
<br />
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command <code>uname -m</code> in a terminal. A result of <code>x86_64</code> and <code>i686</code> would indicate 64-bit or 32-bit respectively.<br />
<br />
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing "XX_YY" with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2<br />
or, for the 32-bit version:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2<br />
<br />
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''. So, <code>cd</code> to wherever you want the game to be unpacked, perhaps <code>~/games</code>, and then run<br />
tar -xjf /path/to/df_XX_YY_linux.tar.bz2<br />
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.<br />
<br />
(note: <code>tar -xjvf ./df_XX_YY_linux.tar.bz2</code> may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])<br />
<br />
'''Running''': First, change to the new directory<br />
cd df_linux<br />
then execute the launcher script.<br />
./df<br />
<br />
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.<br />
<br />
If you see any errors related to libstdc++ when starting DF (for example, "version `CXXABI_1.3.8' not found"), try removing libstdc++.so.6 and libgcc_s.so.1 from the "libs" folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.<br />
<br />
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.<br />
<br />
<br />
=== Debian-based ===<br />
<br />
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.<br />
<br />
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.<br />
<br />
===== Fix sound issues =====<br />
<br />
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====<br />
<br />
===== Install dependencies =====<br />
<br />
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:<br />
<br />
$ sudo dpkg --add-architecture i386<br />
$ sudo apt-get update<br />
$ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386<br />
<br />
===== Fix sound issues =====<br />
<br />
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== 32-bit ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.<br />
<br />
===== Fix sound issues =====<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Standard package ====<br />
<br />
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple<br />
<br />
$ sudo apt-get install dwarf-fortress<br />
<br />
=== Fedora ===<br />
<br />
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:<br />
<br />
$ sudo dnf install dwarffortress<br />
$ dwarffortress<br />
<br />
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo "Dwarf Fortress for Fedora"] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].<br />
<br />
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:<br />
<br />
$ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers<br />
<br />
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending ".i686" to the package name:<br />
<br />
$ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686<br />
<br />
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.<br />
<br />
=== Arch Linux ===<br />
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).<br />
<br />
==== Official package installation ====<br />
Install the official package like any other<br />
# pacman -Syu dwarffortress<br />
Any required dependencies will be installed, too.<br />
<br />
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.<br />
<br />
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command<br />
$ pacman -Ql dwarffortress<br />
<br />
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.<br />
<br />
==== AUR package installation ====<br />
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.<br />
<br />
==== Manual or multiple installations ====<br />
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed. To launch this version: in a terminal emulator, 'cd' to that directory, and run './df'. If you get a permission error, you may need to mark the script and executable as being executable with:<br />
$ chmod u+x df libs/Dwarf_Fortress<br />
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.<br />
<br />
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).<br />
<br />
=== CentOS 7 ===<br />
<br />
''Dwarf Fortress'' is now 64-bit, so simply run:<br />
<br />
sudo yum install SDL SDL_image SDL_ttf openal<br />
<br />
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.<br />
<br />
cd df_linux<br />
curl -L http://pastebin.com/raw/jX4Wf062 > df<br />
mkdir c_libs<br />
mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/<br />
chmod a+x df<br />
<br />
Then run it!<br />
./df<br />
<br />
=== Gentoo ===<br />
<br />
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.<br />
<br />
# emerge -av games-roguelike/dwarf-fortress<br />
<br />
=== Solus ===<br />
<br />
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:<br />
<br />
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory<br />
<br />
then simply run the following command to install the missing libraries:<br />
<br />
sudo eopkg install sdl-ttf<br />
<br />
If you are running a 32bit version of ''Dwarf Fortress'', simply replace <code>sdl-ttf</code> with <code>sdl-ttf-32bit</code> in the above command. You're all set!<br />
<br />
=== OpenSuse Tumbleweed ===<br />
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.<br />
==== Dependencies ====<br />
$ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0<br />
==== Remove the included c++ library ====<br />
The included library isn't compatible with OpenSuse's <code>libGLU1</code> package<br />
$ cd path/to/df_linux/libs<br />
$ rm libstdc++.so.6<br />
<br />
cd back to df_linux/ and run the game!<br />
$ cd ../<br />
$ ./df<br />
=== Wine ===<br />
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.<br />
<br />
=== Troubleshooting ===<br />
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.<br />
==== Sound ====<br />
<br />
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for ("libopenal.so") to its implementation ("libopenal.so.1" - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:<br />
<br />
$ cd df_linux/libs<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so<br />
<br />
==== TEXT mode ====<br />
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.<br />
<br />
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.<br />
<br />
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.<br />
<br />
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.<br />
<br />
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow "sky", red water, and blue blood.<br />
<br />
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be "displayed" as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)<br />
<br />
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.<br />
<br />
==== Upgrading ====<br />
<br />
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways. Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.<br />
<br />
==== Manually installing 32-bit libraries ====<br />
<br />
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them. Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32. Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf. On other distributions, the path could be different.<br />
<br />
The second step is to get the 32-bit libraries. You can typically do this by downloading them directly from your distribution's 32-bit package repository. Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture. This takes us to [http://packages.debian.org/search?searchon=contents&keywords=libSDL_image&mode=filename&suite=stable&arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture. Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing. Store these package files somewhere convenient.<br />
<br />
The third step is to extract the libraries from the packages and get them in the proper location. You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture. Instead, you'll probably have to extract them by hand. The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.<br />
<br />
* cd into some temporary working directory such as /tmp<br />
* Extract the files from the .deb archive, which is in ar(1) format:<br />
tar x /path/to/libsdl-image1.2*_i386.deb<br />
: This creates three files: debian-binary, control.tar.gz and data.tar.gz. We only care about data.tar.gz.<br />
* Extract data.tar.gz:<br />
tar xzf data.tar.gz<br />
: This creates a subdirectory named usr with various files inside it. We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).<br />
* Move the shared library into place:<br />
sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/<br />
* Create a symlink to it:<br />
cd /usr/lib32<br />
sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0<br />
cd -<br />
<br />
Repeat this for libSDL_ttf and whatever other libraries are required.<br />
<br />
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:<br />
find */libsndfile.so*<br />
cd to the correct directory, then use ln as shown above.<br />
<br />
<br />
==== "Not found: /data/art/mouse.png" ====<br />
===== Fix 1: Preload zlib=====<br />
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of <code>/your/path/df_linux/df</code> (or <code>/your/path/df_linux/dfhack</code> if you use [[DFHack]]):<br />
export LD_PRELOAD=/usr/lib/libz.so.1<br />
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.<br />
===== Fix 2: Use bmp instead =====<br />
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of "png" to "bmp". This should solve all the error messages except for one: "''Not found: data/art/mouse.png''" since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.<br />
If you don't know how to do that, you can try this:<br />
* cd to the ''/df_linux/libs'' folder<br />
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:<br />
vi ./Dwarf_Fortress<br />
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.<br />
* With vi open, write the following string and press ''Enter'':<br />
/mouse<br />
: This will search for all the strings that contain the word "mouse" and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.<br />
* Press the ''n'' key until the cursor moves to the desired string, which is "''data/art/mouse.png''". If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).<br />
* Once you find the right string, you will have to move the cursor over the "p" in "[..]/mouse.<b>p</b>ng". You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.<br />
* With the cursor in the right position press the following key sequence:<br />
xxxibmp<br />
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.<br />
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':<br />
:wq<br />
: This saves the changes and quits 'vi'<br />
<br />
Now the game should work properly. Have fun!<br />
<br />
==== libGL error ====<br />
<br />
''libGL error: MESA-LOADER: failed to open i965''<br />
<br />
''libGL error: failed to load driver: swrast''<br />
<br />
This can be caused by incompatible libgcc_s.so.1<br />
<br />
===== Fix 1: change print mode =====<br />
<br />
* Go to /data/init/init.txt<br />
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.<br />
<br />
===== Fix 2: change library =====<br />
<br />
* Open df_linux/libs folder<br />
* Rename libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.<br />
* If DF still doesn't launch, find and install suitable libgcc with your package manager.<br />
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.<br />
<br />
==FreeBSD==<br />
<br />
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):<br />
<br />
cd /usr/ports/games/linux-dwarffortress/ && make install clean<br />
<br />
or, with pkg:<br />
<br />
pkg install linux-dwarffortress<br />
<br />
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:<br />
<br />
===linux-c6===<br />
sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \<br />
linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss<br />
<br />
===linux-f10===<br />
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:<br />
sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \<br />
linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \<br />
linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU<br />
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.<br />
<br />
<br />
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:<br />
cd dwarf_fortress_directory<br />
sudo cp libs/lib* /compat/linux/usr/lib/<br />
Or<br />
cd dwarf_fortress_directory<br />
sudo ln -s libs/lib* /compat/linux/usr/lib/<br />
<br />
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.<br />
<br />
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:<br />
LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df<br />
<br />
== Chrome OS (Crostini) ==<br />
<br />
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]<br />
You will need to edit the sources list to include the "non-free" repository, this is done by adding "non-free" to the end of the main sources file found at /etc/apt/sources.list<br />
<br />
e.g.<br />
# Generated by distrobuilder<br />
deb https://deb.debian.org/debian buster main non-free<br />
deb https://deb.debian.org/debian-security buster/updates main non-free<br />
Followed by running<br />
sudo apt-get update<br />
Then just follow the Debian instructions above<br />
<br />
== Android ==<br />
<br />
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.<br />
<br />
== iOS ==<br />
<br />
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.<br />
<br />
= Documentation =<br />
<br />
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:<br />
* [[Tutorials]]<br />
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]<br />
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]<br />
<br />
Then move on to:<br />
* [[Dwarf fortress mode|Fortress Mode reference]]<br />
* [[Adventure mode|Adventure Mode reference]]<br />
* [[Special:Search|Searching]] the wiki<br />
<br />
{{Getting Started}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Skill&diff=258802
DF2014 Talk:Skill
2021-08-17T15:35:50Z
<p>Fleeting Frames: /* Legendary+5 */ Note about rounding down, Blue dwarf's research, expected table, corollaries.</p>
<hr />
<div>==Legendary+5==<br />
The logic for determining item quality changed a while ago (back in version 0.40, I think), and I believe the significance of Legendary+5 has been largely lost in the process. A few mechanisms still use it (such as Farming/Herbalism yields), but item quality seems to use a completely different formula now. Further research is needed. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 13:28, 6 May 2020 (UTC)<br />
<br />
Update: I believe I've figured out the logic used for determining Item Quality from jobs:<br />
# Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see article)<br />
# Roll for item quality "points": <code>trandom(11) + trandom(1 + (level * 5) / 2) + trandom(1 + (level * 5) / 2)</code> (note: <code>trandom(N)</code> returns a number from 0 to N-1)<br />
# Add points for physical attributes: <code>(trandom(phys_attr1 + 1) / 100) + (trandom(phys_attr2 + 1) / 250) + (trandom(phys_attr3 + 1) / 250)</code> (for whichever attributes are actually associated with the skill)<br />
# Add points for mental attributes: <code>(trandom(ment_attr1 + 1) / 100) + (trandom(ment_attr2 + 1) / 250) + (trandom(ment_attr3 + 1) / 250)</code> (see above)<br />
# Adjust points based on focus: <code>points = (points * current_focus) / undistracted_focus</code> (field names from "unit_personality" struct in df-structures)<br />
# Apply status penalties '''again''', this time to the "points" (this might be a bug?)<br />
# If you have a Curse (or Blessing) with a Luck modifier, apply it to the points: <code>points = (points * luck_mul_percent) / 100</code><br />
# Add 10 points if the item being produced matches an Item preference on the maker<br />
# Add 10 points if the item being produced matches a Material preference on the maker<br />
# Feed the points into the following formula:<br />
#* 0-21 - base quality<br />
#* 22-29 - Well-crafted<br />
#* 30-34 - Fine<br />
#* 35-44 - Superior<br />
#* 45-54 - Exceptional<br />
#* 55+ - 1/3 Masterwork, 2/3 Exceptional<br />
--[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 02:42, 5 August 2021 (UTC)<br />
<br />
Few clarifications for others (from elsewhere):<br />
<br />
In the above calculations the number is always converted to integer by flooring down - so all divisions (involving skills and attributes) round down. trandom also returns random integer, evenly distributed between all possible values between 0 and N-1 (inclusive).<br />
<br />
With six 1000 average attributes, the rolls should be [https://i.imgur.com/eBrq0h0.png like this]. An astute player will note this still doesn't perfectly match [http://www.bay12forums.com/smf/index.php?topic=156521.msg6831742#msg6831742 Blue dwarf's research]. <br />
<br />
This discrepancy is explained and brought on par by [[Attribute_table_old]]: The skill tested was Carpenter, and Carpenter uses only five attributes: Strength/Agility & Kinesthetic Sense/Spatial sense/Creativity (in order of importance). <br />
<br />
Few corollaries: <br />
<br />
- Preference is worth about 4 skill levels in raw points. At higher levels of skill, it works out even better than that, though, reducing the likelihood of non-exceptional crafts.<br />
<br />
- As creativity is never primary attribute, often the best soldiers are also the best crafters.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 15:35, 17 August 2021 (UTC)<br />
<br />
== Skill Rust ==<br />
<br />
This section suggests there is no effect other than the rusty skill description in fortress mode.<br />
By observation a rusty skill might effect quality of produced items and eventually the dwarf will loose experiece and/or skill level.</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Herbalist&diff=258639
Herbalist
2021-08-05T01:30:43Z
<p>Fleeting Frames: Added Bugs section, corrected training speed, some yields.</p>
<hr />
<div>{{Quality|Exceptional|18:40, 26 July 2014 (UTC)}}<br />
{{Skill<br />
| color = 6:0<br />
| skill = Herbalist<br />
| profession = [[Farmer]]<br />
| job name = [[Plant gathering]]<br />
| tasks =<br />
* Gather plants<br />
| workshop = <br />
* [[Still]]<br />
| attributes =<br />
* Agility<br />
* Memory<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
The '''herbalist''' skill is used by dwarves with the '''plant gathering''' [[labor]] to gather [[plant]]s and plant growths. It is also used to gather fruits and nuts from certain [[tree]]s.<br />
<br />
== Gathering plants ==<br />
<br />
Shrubs and their growths can be gathered by designating them by {{key|d}}→{{key|p}}. If successful, a herbalist will get a stack of 1 to 5 plants. Shrubs that have useful growths will always yield one of that growth upon gathering.<br />
<br />
Herbalists can also gather plants by designating a gathering zone by {{key|i}}→{{key|g}}. In this case, they will gather from shrubs, trees and the ground where fruit has fallen, using a [[stepladder]] to reach the tree branches whenever needed. Gathering zones can be configured to enable or disable all of these. Regardless of skill, a herbalist will gather all fruit around them in 3x3x3 box, allowing for stacks of over 20 fruits when done from several z-levels into tree.<br />
<br />
Most fruiting plants will bear fruit only in mid-to-late summer. Ripening is not yet a feature, so fruits can be used for brewing and eating at any time when they can be gathered.<br />
<br />
== Food production ==<br />
Herbalists are often used to help with food production, as they do not require farm plots or other setup. While plant gathering is less space efficient than [[farming]], requiring a max-sized gathering zone for a fortress under fruit trees and five+ underground, it provides a relatively immediate payoff in comparison, especially in summer and autumn for fruits. Plant gathering is also an excellent way to acquire above-ground plants in order to bootstrap above-ground farming (the only alternative is to wait for a human or elven caravan and hope they brought seeds), especially for [[Textile_industry|textile]] plants.<br />
<br />
Above ground, this skill works best in areas with thick vegetation like [[forest]]s, where an abundance of fruit-bearing trees and [[shrub]]s grow. It is less useful in sparsely vegetated biomes like [[Desert|deserts or badlands]], and is completely useless in [[mountain]] and polar biomes which do not have shrubs or trees. Underground, plant gathering can be a high-risk activity in the caverns, and production can be easily outstripped by farms. However, once a non-dry cavern has been opened, underground shrubs will begin to appear on ''all'' underground soil or muddy tiles. Herbalists can continue to gather from these to supplement your farming production, at no risk.<br />
<br />
The number of plants in the stack that a herbalist gathers depends on skill, the same as with quality levels in earlier versions - for every 'bump' in quality, there is one more plant, starting with 0-1 and capped at 5.<br />
<br />
When a herbalist picks some plants, they will carry them to the food stockpile themself, even if their food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item/stack drop to the ground, to be carried to a stockpile by haulers.<br />
<br />
== Gathering seeds ==<br />
Plants gathered by herbalists can be eaten or processed to provide [[seed|seeds]] which can then be [[crop|planted]] in farms. For this reason, it is popular (if not necessary) to gather above ground plants early in a fort's existence if one wants to grow above ground crops.<br />
<br />
==Speed of training==<br />
Dwarves gain [[experience]] in plant gathering every time they pick over a shrub whether they are successful at harvesting anything or not. Training a completely unskilled dwarf to legendary status in this skill requires the harvesting of 500 plant shrubs, and can be done in little over a year. A legendary herbalist not suffering from any [[Skill#Skill_penalties|skill penalties]] will never fail to harvest a stack of four or five [[crop|plant]]s.<br />
<br />
== Bugs ==<br />
<br />
* Herbalist gathers from removed gathering zone {{Bug|9414}}<br />
* Dwarves continue to use stepladders to attempt to pick cut down fruit trees {{Bug|8987}}<br />
* Herbalist can get stuck on stepladder {{Bug|9590}}<br />
<br />
{{skills}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258631
Weapon
2021-08-04T00:56:49Z
<p>Fleeting Frames: /* vs. others */ Add mention of whip, remove bronze/iron mention</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear <sup>[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 4]</sup><br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel sword <sup>[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]</sup><br />
* other choices: steel pick, any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable), iron axe <sup>[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]</sup><br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
However, often the undead are too big for maces or hammers to do much damage or too numerous to rely on slow but final approach - in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them. Cutting off the head, neck or lower body will always kill, after all.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above even if it wont do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel axe</u>. It has no true counters<sup>[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]</sup>, no enemy it cannot ever defeat - while spear falls to iron men and mace/hammer falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Weapon&diff=258630
DF2014 Talk:Weapon
2021-08-04T00:54:10Z
<p>Fleeting Frames: /* Are there any testing research showing mace more effective than other weapons? */ new section</p>
<hr />
<div>Needs updating with the changes to obsidian now having defined sheer/impact values now instead of using stone template defaults.~AJC46<br />
<br />
<br />
<br />
I added some stuff about naming weapons, since from experience, kills are not needed, simply enough time and training with a weapon (perhaps weapons are named after a certain amount of experience is gained while wielding them?)<br />
<br />
== Strange mood foreign weapons ==<br />
<br />
I removed this text:<br />
<br />
:"Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below."<br />
<br />
My experience matches the information in [[Strange_mood#Artifacts_created]], namely that weaponsmiths will only create a native weapons. (Bowyers, however, do create foreign weapons.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:49, 30 September 2014 (UTC)<br />
<br />
== Combat formulae ==<br />
A detailed exposition on combat formulae was recently added to this article. I believe its content is largely borrowed from the [[material science]] page. I've moved this section downward, as it is not need-to-know for most readers, though still interesting and useful for others. That being said, I would like to consider the idea of separating the content in this article into several pages. In particular, it might be useful to create pages for:<br />
*New players: "This is a ''weapon''; don't hold it by the pointy end."<br />
*A reference table of useful info: weapon types, what skills they use, etc. (i.e. what currently exists under Native weapons and Foreign weapons)<br />
*A thorough investigation of combat mechanics.<br />
--[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 22:10, 30 September 2016 (UTC)<br />
<br />
:Are these formulas even correct? Plugging in the numbers, a Gmaster average sized dwarf with a masterwork steel spear couldn't pierce copper armor. Not even with a heavy stab against a prone opponent. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 00:54, 1 March 2017 (UTC)<br />
:For these two to give the same value that exponent would have to be a 5 instead of a 6.<br />
<br />
:Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
:Dwarf Melee Momentum: M = 0.6 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
<br />
:With a 5 instead that gives enough M to pierce copper without either the heavy or prone bonuses.<br />
:But that still gives more than a factor of 10 less than what the chart in [[Material_science#Attack_Momentum]] says. Did the densities change at some point?<br />
:[[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:07, 1 March 2017 (UTC)<br />
:And it also doesn't match what I see in game in arena mode. The numbers from the formulae say candy should not ever pierce divine but even just a quick spear stab will. Same with divine spear on steel AND iron armor. Etc.<br />
:[[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 08:49, 5 March 2017 (UTC)<br />
<br />
::Should be fixed now, there was an issue in an intermediate step on the [[material science]] page where the size of a dwarf was substituted as 6*10^5=600000 instead of 6*10^4=60000.<br />
::[[User:Tyzhang|Tyzhang]] ([[User talk:Tyzhang|talk]]) 08:40, 28 September 2018 (UTC)<br />
<br />
== Blunt Weapons and Inorganic Enemies ==<br />
<br />
The "types of target" section states that blunt weapons work best against inorganic enemies, because they chip away at them bit by bit. I've ran a few arena tests: 10 dwarves in iron armour with steel weapons VS a bronze colossus.<br />
<br />
Using Spears, Short Swords or Axes, the dwarves come out on top, usually without casualties, even if they have no combat skills whatsoever. Using Hammers they all die, even if Grandmaster Hammerdwarves. Steel and Silver Hammers did not leave a single dent, Platinum Hammers managed to dent one foot.<br />
If the spears/short swords/axes are iron instead of steel, they don't make a single dent either.<br />
<br />
Can anyone verify this? I'll change the section after further testing, as it is highly misleading. [[Special:Contributions/217.6.238.194|217.6.238.194]] 15:14, 4 January 2017 (UTC)<br />
<br />
That matches my testing. When testing versus (lightly skilled) Rocs, morningstars behaved as edged (generally well, with spears being best), blunt behaved suicidally badly, with the exception of whips, which laid between the two. As for colossi, steel/adamantine morningstars do boast potential to win, but I saw it as low odds, 3 to 25 with grandmasters (don't recall testing with whip) - and other materials like copper, silver or platinum being utter failures.<br />
<br />
That's more about the case of blunt weapons being highly size dependent; as is known from when hammerlords born in fortress didn't manage to get any kills against goblin sieges.<br />
<br />
[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 07:07, 30 July 2019 (UTC)<br />
<br />
== Melee weapon momentum analysis bug (included from 34.11) ==<br />
<br />
The bottom of page in analysis says currently:<br />
<br />
"There is a bug with melee weapon momentum that causes certain weapons to swing faster than they should do, giving them greater performance. This bug is based on the weight of the weapon, with weapons weighing just under a whole number getting the greatest benefit. Two major beneficiaries of this weight bug are copper whips and iron or steel picks."<br />
<br />
This was written in 34.11: https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&diff=193062&oldid=193061 .<br />
<br />
Is the {{Bug|6364}} behind the original edit? And if it is, it probably should get marked as [fixed in 40.05].<br />
<br />
[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 06:56, 30 July 2019 (UTC)<br />
<br />
:It appears so. I removed the bug text entirely (v0.40.01 - v0.40.04 is a tiny window -- 20 days back in 2014).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:15, 31 July 2019 (UTC)<br />
<br />
== All metal weapons as outsider ==<br />
<br />
When you start adventure as human outsider, you may add weapons and armor not only made from weapon-grade metals, but all metals, except adamantine and divine. So their properties must be added with note "adventure mode outsider start only".<br />
:It's very likely that this is a ''bug'' and will be fixed in a future version - I just added a note to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=11239 #11239] about this fact. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 12:57, 29 April 2020 (UTC)<br />
<br />
== Are there any testing research showing mace more effective than other weapons? ==<br />
<br />
Originally, [[User:Albedo|Albedo]] added in mentions of suggesting mace for every scenario as well as final results.<br />
<br />
However, with the research I'm familiar of, it at most can pulp undead 1 blow faster (due the exponential growth of contact area when the whole part is mangled, if that still applies from .34.11), and I'm not sure it mangles nearly as well as any other weapon.<br />
(<br />
[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 From Iron to Steel]<br />
[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 Some more military xXScienceXx]<br />
[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 Can Dwarf use dual weapons]<br />
)<br />
<br />
Based on this, I've replaced most mentions of it as I see appropriate, and I figure more testing is needed on effectiveness of mace vs warhammer versus undead in 44.01+ (due the small undead change). But has there been any research on maces that I missed? It seems odd to see it suggested to be used vs everything.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:54, 4 August 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258629
Weapon
2021-08-04T00:33:05Z
<p>Fleeting Frames: /* Final verdict */ Steel axe has no true counters http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Blunt does badly vs big http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear <sup>[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 4]</sup><br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel sword <sup>[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]</sup><br />
* other choices: steel pick, any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable), iron axe <sup>[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]</sup><br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
However, often the undead are too big for maces or hammers to do much damage or too numerous to rely on slow but final approach - in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them. Cutting off the head, neck or lower body will always kill, after all.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications)<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above even if it wont do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel axe</u>. It has no true counters<sup>[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]</sup>, no enemy it cannot ever defeat - while spear falls to iron men and mace/hammer falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258628
Weapon
2021-08-04T00:27:45Z
<p>Fleeting Frames: /* vs. others */ Steel axes are only weapon without critical weakness http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear <sup>[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 4]</sup><br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel sword <sup>[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]</sup><br />
* other choices: steel pick, any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable), iron axe <sup>[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]</sup><br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
However, often the undead are too big for maces or hammers to do much damage or too numerous to rely on slow but final approach - in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them. Cutting off the head, neck or lower body will always kill, after all.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any steel axe (depending), crossbow (from behind fortifications)<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above even if it wont do much damage.<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "best" weapon, it would probably have to be... the </u>mace</u>. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258627
Weapon
2021-08-04T00:20:47Z
<p>Fleeting Frames: /* vs. undead */ Iron to steel proves effectiveness of axes vs undead http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear <sup>[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 4]</sup><br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel sword <sup>[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]</sup><br />
* other choices: steel pick, any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable), iron axe <sup>[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]</sup><br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
However, often the undead are too big for maces or hammers to do much damage or too numerous to rely on slow but final approach - in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them. Cutting off the head, neck or lower body will always kill, after all.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any/steel warhammer/mace, steel axe (depending)<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, so the "stun and kill" strategy won't work on them. Some are still flesh and blood, and you can slash off everything until they are helpless, but some are made from some material that may be very difficult to slash at.* That leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
It's not(?) impossible that ranged attacks ''might'' get lucky, depending on the specifics of the target - if you're desperate, sure, can't hurt, but don't expect a lot.<br />
<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "best" weapon, it would probably have to be... the </u>mace</u>. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258626
Weapon
2021-08-04T00:15:36Z
<p>Fleeting Frames: /* vs. unarmored */ Add cite link, though could probably use a link to better-formatted post</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear <sup>[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 4]</sup><br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel sword <sup>[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]</sup><br />
* other choices: steel pick, any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable)<br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too.<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any/steel warhammer/mace, steel axe (depending)<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, so the "stun and kill" strategy won't work on them. Some are still flesh and blood, and you can slash off everything until they are helpless, but some are made from some material that may be very difficult to slash at.* That leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
It's not(?) impossible that ranged attacks ''might'' get lucky, depending on the specifics of the target - if you're desperate, sure, can't hurt, but don't expect a lot.<br />
<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "best" weapon, it would probably have to be... the </u>mace</u>. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258625
Weapon
2021-08-04T00:13:44Z
<p>Fleeting Frames: /* vs. armored */ Per http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603, steel sword being best against sieges - with the recommendations of hammer and spear being on bottom</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear<br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel sword <sup>[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]</sup><br />
* other choices: steel pick, any steel sharp weapon, any warhammer or pick<br />
<br />
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.<br />
<br />
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. <br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.<br />
<br />
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup><br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable)<br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too.<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any/steel warhammer/mace, steel axe (depending)<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, so the "stun and kill" strategy won't work on them. Some are still flesh and blood, and you can slash off everything until they are helpless, but some are made from some material that may be very difficult to slash at.* That leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
It's not(?) impossible that ranged attacks ''might'' get lucky, depending on the specifics of the target - if you're desperate, sure, can't hurt, but don't expect a lot.<br />
<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "best" weapon, it would probably have to be... the </u>mace</u>. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Weapon&diff=258624
Weapon
2021-08-03T23:54:33Z
<p>Fleeting Frames: /* vs. unarmored */ Any sharp weapon is going to be better than a blunt weapon against unarmored organics, per http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035</p>
<hr />
<div>{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}<br />
{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.<br />
<br />
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)<br />
<br />
== Basics ==<br />
<br />
=== Native vs. foreign ===<br />
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:<br />
*slashing<br />
*piercing<br />
*crushing<br />
*ranged.<br />
<br />
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)<br />
<br />
====Slashing weapons====<br />
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''<br />
<br />
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.<br />
<br />
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that. Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.<br />
<br />
====Crushing weapons====<br />
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also [[flail]]s, [[maul]]s, [[whip]]s)''<br />
<br />
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.<br />
<br />
====Piercing weapons====<br />
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''<br />
<br />
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. <br />
<br />
====Ranged weapons====<br />
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''<br />
<br />
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. <br />
<br />
(* of whatever material the ranged weapon is constructed from)<br />
<br />
<br />
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.<br />
<br />
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way.<br />
<br />
=== Quality and strange moods ===<br />
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
=== "Best" weapon choices ===<br />
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.<br />
<br />
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.<br />
<br />
==== Superior metal rule ====<br />
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.<br />
<br />
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this "superior metal order" can be considered when choosing both slashing/piercing weapons and armor.<br />
<br />
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)<br />
<br />
* [[steel]], the clear best*<br />
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other<br />
* [[copper]], a distant third<br />
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)<br />
<br />
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)<br />
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)<br />
<br />
Blunt weapons do not follow this rule, and instead use a "heavier is better" rule. See below.<br />
<br />
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.<br />
<br />
==== vs. unarmored ====<br />
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.<br />
<br />
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.<br />
<br />
* recommended weapon: any spear<br />
* other choices: any sharp weapon<br />
<br />
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (However, see "vs. undead", below.)<br />
<br />
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces archive total pulping blow sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.<br />
<br />
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and get off only 2-3 shots before melee combat ensures. They're however excellent for chasing down the fleeing targets, though, making them ideal for various thieves/wildlife.<br />
<br />
And the bonus lesson here is... armor your military.<br />
<br />
==== vs. [[armor]]ed ====<br />
<br />
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.<br />
<br />
* recommended weapon: steel spear<br />
* other choices: steel pick, any warhammer (for non-chain armor) or mace (for chain armor)<br />
<br />
Piercing weapons (spears, picks) have a very small point of penetration against armor, making them the best, especially against solid armor like [[Armor|breastplate]]s or [[helm]]s, etc. A lucky hit on a vital organ ends the fight. It's always preferred that any piercing weapon be of a "superior metal" to the target's armor.<br />
<br />
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)<br />
<br />
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor.<br />
<br />
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.<br />
<br />
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate.<br />
<br />
==== vs. [[undead]] ====<br />
<br />
* recommended weapon: any mace (silver or steel ''slightly'' preferable)<br />
* other choices: any warhammer <br />
<br />
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.<br />
<br />
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too.<br />
<br />
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.<br />
<br />
==== vs. others ====<br />
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. <br />
<br />
* recommended weapon: (varies) <br />
* other choices: any/steel warhammer/mace, steel axe (depending)<br />
<br />
There are many different types here, and no one approach works for all. Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, so the "stun and kill" strategy won't work on them. Some are still flesh and blood, and you can slash off everything until they are helpless, but some are made from some material that may be very difficult to slash at.* That leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.<br />
<br />
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)<br />
<br />
It's not(?) impossible that ranged attacks ''might'' get lucky, depending on the specifics of the target - if you're desperate, sure, can't hurt, but don't expect a lot.<br />
<br />
<br />
==== Final verdict ====<br />
Now, all that said, overall, if you had to choose one "best" weapon, it would probably have to be... the </u>mace</u>. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.<br />
<br />
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron/bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.<br />
<br />
= Technical =<br />
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.<br />
<br />
Insert obligatory "math warning" here.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands<br>Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| [[battle axe|Battle Axe]]<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| one<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|-<br />
| [[Crossbow]] (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Hammer<br />
| two<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| [[Mace]]<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0×<br />
| Mace<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| [[Pick]] (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0×<br />
| Mining<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| [[short sword|Short Sword]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| one<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[Spear]]<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0×<br />
|rowspan="2"| Spear<br />
|rowspan="2"| one<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|-<br />
| [[war hammer|War Hammer]]<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0×<br />
| Hammer<br />
| one<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.<br />
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.<br />
<br />
=== Training weapons ===<br />
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25×<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0×<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.<br />
<br />
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| [[two-handed sword|2H Sword]]<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| Subterranean [[animal people]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25×<br />
| Sword<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
| Single-grasp?<br />
|- valign="top"<br />
| [[Flail]]<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5×<br />
| Mace<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| [[great axe|Great Axe]]<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="3"| [[Halberd]]<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25×<br />
|rowspan="3"| Axe<br />
|rowspan="3"| [[Goblin]], [[Human]]<br />
|rowspan="3"| Multi-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="3"| [[Dagger]] (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25×<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| [[Goblin]], [[Kobold]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0×<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0×<br />
|- valign="top"<br />
|rowspan="4"| [[long sword|Long Sword]]<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Maul]]<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0×<br />
| Hammer<br />
| [[Goblin]], [[Human]]<br />
| Multi-grasp<br />
|- valign="top"<br />
|rowspan="2"| [[Morningstar]]<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0×<br />
|rowspan="2"| Mace<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
|rowspan="2"| [[pike (weapon)|Pike]]<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0×<br />
|rowspan="2"| Pike<br />
|rowspan="2"| [[Goblin]], [[Human]]<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25×<br />
|- valign="top"<br />
|rowspan="4"| [[Scimitar]]<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25×<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Single-grasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0×<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25×<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0×<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0×<br />
| Whip<br />
| [[Goblin]]<br />
| Single-grasp<br />
|- valign="top"<br />
| [[Whip]]<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0×<br />
| Whip<br />
| [[Goblin]], [[Human]]<br />
| Single-grasp<br />
|- valign="top"<br />
|rowspan="3"| Stone axe<br />
|rowspan="3"| 400<br />
| Hack || Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Player in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Slap|| Blunt || 800|| 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 800 || 600 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 4 || 800 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15|| 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"| 50<br />
| Slash || Edge || 500 || 300 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 2 || 400 || 1.0x<br />
|-<br />
| Strike|| Blunt || 10 || 200 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"| 150<br />
| Slash || Edge || 900 || 700|| 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Stab || Edge || 3 || 900 || 1.0x<br />
|-<br />
| Strike|| Blunt || 15 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"| 300<br />
| Hack|| Edge || 800 || 400 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="3"| Single-grasp<br />
|-<br />
| Clap || Blunt || 800 || 400 || 1.25x<br />
|-<br />
| Strike || Blunt || 20 || 400 || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"| 150<br />
| Stab|| Edge || 1 || 100 || 1.25x<br />
|rowspan="2"| Dagger<br />
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]<br />
|rowspan="2"| Single-grasp<br />
|-<br />
| Strike || Blunt || 15 || 400 || 1.0x<br />
|}<br />
<br />
===Special variations===<br />
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.<br />
<br />
== Size ==<br />
<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.<br />
<br />
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.<br />
<br />
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.<br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| [[battle axe|Battle Axe]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[Crossbow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Mace]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Pick]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[short sword|Short Sword]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Spear]]<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| [[war hammer|War Hammer]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49 <br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[two-handed sword|2H Sword]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Blowgun]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Bow]] (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Flail]]<br />
| 42500<br />
| 47500<br />
| 1/49 (0)<br />
| 10/49 (11/49)<br />
| 38/49<br />
|- valign="top"<br />
| [[great axe|Great Axe]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Halberd]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Dagger]] (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[long sword|Long Sword]]<br />
| 52500<br />
| 57500<br />
| 11/49 (0)<br />
| 7/49 (18/49)<br />
| 31/49<br />
|- valign="top"<br />
| [[Maul]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Morningstar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[pike (weapon)|Pike]]<br />
| 62500<br />
| 77500<br />
| 32/49 (ALL)<br />
| 14/49 (0)<br />
| 3/49 (0)<br />
|- valign="top"<br />
| [[Scimitar]]<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| [[Scourge]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| [[Whip]]<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
==Material==<br />
<br />
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.<br />
<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=<br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Divine metal|notes= <br/>|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (from Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat formulae ==<br />
<br />
Penetration is poorly understood, but most of the rest of combat is fairly well understood.<br />
<br />
First, you need to calculate your weapon's momentum.<br />
<br />
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )<br />
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )<br />
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5<br />
* Attacking a prone opponent in melee doubles momentum.<br />
<br />
Ranged Weapon Momentum: M = (w_density*w_size)/10<sup>5</sup> * min(10<sup>5</sup>*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)<br />
* Bow and Crossbow Momentum: M = (w_density*150)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*3), 20)<br />
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03<br />
** If 20 is larger because the ammunition is density 1667 or larger, M = 50<br />
* Blowgun Momentum: M = (w_density*20)/10<sup>5</sup> * min(10<sup>5</sup>/(w_density*4), 100)<br />
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02<br />
** If 100 is larger because the ammunition is density 251 or more, M = 5<br />
<br />
where:<br />
* '''M''' is the momentum.<br />
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.<br />
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)<br />
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)<br />
* '''Size''' is the average creature size (e.g. 60000 for dwarves)<br />
* '''i_Size''' is the specific creature's size<br />
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.<br />
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025<br />
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons<br />
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons<br />
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.<br />
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.<br />
<br />
An edged weapon undergoes the following comparison:<br />
<br />
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),<br />
<br />
where:<br />
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material<br />
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material<br />
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material<br />
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material<br />
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between <br />
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)<br />
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)<br />
* '''a_quality''' is armor [[quality]] multiplier<br />
<br />
Expressed in the above terms,<br />
<br />
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)<br />
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF<br />
<br />
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.<br />
<br />
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer.<br />
<br />
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:<br />
<br />
2 * w_size * wIY > A * a_density<br />
<br />
where:<br />
* '''a_density''' is the armor material's density<br />
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.<br />
<br />
On success, the following test is applied:<br />
<br />
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,<br />
<br />
where: <br />
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10<sup>6</sup>)<br />
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).<br />
<br />
Note that the armor wants as high impact fracture as possible to make this test fail. The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.<br />
<br />
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. <br />
<br />
== Combat testing ==<br />
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).<br />
<br />
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| class="wikitable"<br />
|-<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
|-<br />
| Edged Weapons<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Ammunition<br />
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver<br />
| <br />
| Adamantine<br />
| <br />
| <br />
| <br />
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.<br />
|-<br />
| Blunt Weapons<br />
| Platinum, Slade<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| <br />
| <br />
| Adamantine<br />
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}<br />
<br />
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
<br />
{{Weapons}}<br />
{{Industry}}<br />
{{Category|Weapons}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Installation&diff=258618
Installation
2021-08-02T12:59:53Z
<p>Fleeting Frames: /* Fix 2: change library */ specify df_linux</p>
<hr />
<div>{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}<br />
{{av}}<br />
<br/><br />
{{quick download|{{current/version/ns}}}}<br />
<br/><br />
{{TOC right}}<br />
= Download =<br />
<br />
Free alpha builds of ''Dwarf Fortress Classic'' are available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. "All versions" links to a page with additional choices, including 32-bit builds for all platforms, "small" builds for Windows (which lack sound files), and "legacy" builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.<br />
<br />
''Dwarf Fortress'' is slated to be released on the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms in the future. These paid versions of the game will include an all-new graphical [[tileset]] and new music tracks. Additionally, the Steam version will include Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' (which will remain available for free). <br />
<br />
== Third-Party Packages ==<br />
<br />
{{main|Utility:Lazy Newb Pack}}<br />
<br />
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.<br />
<br />
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set]. Most notable graphics sets are included in the packs mentioned above.<br />
<br />
= Installation =<br />
:''Also see: [[System requirements]]''<br />
<br />
== Windows ==<br />
<br />
There is no installer for the game - simply extract the archive contents to a folder somewhere and run the game from within that folder by opening "''Dwarf Fortress''.exe".<br />
<br />
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many "my saved games keep getting deleted" complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later. (However, this rather assumes that one actually ''has'' an archive extractor to begin with, perhaps preinstalled: [https://www.7-zip.org/ example remedy for that issue]) <br />
<br />
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.<br />
<br />
If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]<br />
<br />
== Mac ==<br />
<br />
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.<br />
<br />
To start the game, execute the launch script "df". Launching "dwarfort.exe" by itself will ''not'' work (since the "df" script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).<br />
<br />
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.<br />
<br />
=== Fixes for common issues ===<br />
<br />
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.<br />
<br />
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing <code>dwarfort.exe</code>:<br />
* <code>find . -print0 | xargs -0 xattr -d com.apple.quarantine</code><br />
<br />
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]].<br />
<br />
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}<br />
* Rename "libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework" to "libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework" to fix this.<br />
<br />
== Linux ==<br />
<br />
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.<br />
<br />
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.<br />
<br />
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.<br />
<br />
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command <code>uname -m</code> in a terminal. A result of <code>x86_64</code> and <code>i686</code> would indicate 64-bit or 32-bit respectively.<br />
<br />
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing "XX_YY" with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2<br />
or, for the 32-bit version:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2<br />
<br />
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''. So, <code>cd</code> to wherever you want the game to be unpacked, perhaps <code>~/games</code>, and then run<br />
tar -xjf /path/to/df_XX_YY_linux.tar.bz2<br />
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.<br />
<br />
(note: <code>tar -xjvf ./df_XX_YY_linux.tar.bz2</code> may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])<br />
<br />
'''Running''': First, change to the new directory<br />
cd df_linux<br />
then execute the launcher script.<br />
./df<br />
<br />
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.<br />
<br />
If you see any errors related to libstdc++ when starting DF (for example, "version `CXXABI_1.3.8' not found"), try removing libstdc++.so.6 and libgcc_s.so.1 from the "libs" folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.<br />
<br />
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.<br />
<br />
<br />
=== Debian-based ===<br />
<br />
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.<br />
<br />
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.<br />
<br />
===== Fix sound issues =====<br />
<br />
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====<br />
<br />
===== Install dependencies =====<br />
<br />
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:<br />
<br />
$ sudo dpkg --add-architecture i386<br />
$ sudo apt-get update<br />
$ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386<br />
<br />
===== Fix sound issues =====<br />
<br />
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== 32-bit ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.<br />
<br />
===== Fix sound issues =====<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Standard package ====<br />
<br />
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple<br />
<br />
$ sudo apt-get install dwarf-fortress<br />
<br />
=== Fedora ===<br />
<br />
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:<br />
<br />
$ sudo dnf install dwarffortress<br />
$ dwarffortress<br />
<br />
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo "Dwarf Fortress for Fedora"] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].<br />
<br />
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:<br />
<br />
$ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers<br />
<br />
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending ".i686" to the package name:<br />
<br />
$ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686<br />
<br />
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.<br />
<br />
=== Arch Linux ===<br />
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).<br />
<br />
==== Official package installation ====<br />
Install the official package like any other<br />
# pacman -Syu dwarffortress<br />
Any required dependencies will be installed, too.<br />
<br />
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.<br />
<br />
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command<br />
$ pacman -Ql dwarffortress<br />
<br />
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.<br />
<br />
==== AUR package installation ====<br />
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.<br />
<br />
==== Manual or multiple installations ====<br />
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed. To launch this version: in a terminal emulator, 'cd' to that directory, and run './df'. If you get a permission error, you may need to mark the script and executable as being executable with:<br />
$ chmod u+x df libs/Dwarf_Fortress<br />
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.<br />
<br />
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).<br />
<br />
=== CentOS 7 ===<br />
<br />
''Dwarf Fortress'' is now 64-bit, so simply run:<br />
<br />
sudo yum install SDL SDL_image SDL_ttf openal<br />
<br />
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.<br />
<br />
cd df_linux<br />
curl -L http://pastebin.com/raw/jX4Wf062 > df<br />
mkdir c_libs<br />
mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/<br />
chmod a+x df<br />
<br />
Then run it!<br />
./df<br />
<br />
=== Gentoo ===<br />
<br />
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.<br />
<br />
# emerge -av games-roguelike/dwarf-fortress<br />
<br />
=== Solus ===<br />
<br />
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:<br />
<br />
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory<br />
<br />
then simply run the following command to install the missing libraries:<br />
<br />
sudo eopkg install sdl-ttf<br />
<br />
If you are running a 32bit version of ''Dwarf Fortress'', simply replace <code>sdl-ttf</code> with <code>sdl-ttf-32bit</code> in the above command. You're all set!<br />
<br />
=== OpenSuse Tumbleweed ===<br />
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.<br />
==== Dependencies ====<br />
$ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0<br />
==== Remove the included c++ library ====<br />
The included library isn't compatible with OpenSuse's <code>libGLU1</code> package<br />
$ cd path/to/df_linux/libs<br />
$ rm libstdc++.so.6<br />
<br />
cd back to df_linux/ and run the game!<br />
$ cd ../<br />
$ ./df<br />
=== Wine ===<br />
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.<br />
<br />
=== Troubleshooting ===<br />
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.<br />
==== Sound ====<br />
<br />
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for ("libopenal.so") to its implementation ("libopenal.so.1" - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:<br />
<br />
$ cd df_linux/libs<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so<br />
<br />
==== TEXT mode ====<br />
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.<br />
<br />
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.<br />
<br />
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.<br />
<br />
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.<br />
<br />
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow "sky", red water, and blue blood.<br />
<br />
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be "displayed" as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)<br />
<br />
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.<br />
<br />
==== Upgrading ====<br />
<br />
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways. Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.<br />
<br />
==== Manually installing 32-bit libraries ====<br />
<br />
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them. Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32. Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf. On other distributions, the path could be different.<br />
<br />
The second step is to get the 32-bit libraries. You can typically do this by downloading them directly from your distribution's 32-bit package repository. Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture. This takes us to [http://packages.debian.org/search?searchon=contents&keywords=libSDL_image&mode=filename&suite=stable&arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture. Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing. Store these package files somewhere convenient.<br />
<br />
The third step is to extract the libraries from the packages and get them in the proper location. You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture. Instead, you'll probably have to extract them by hand. The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.<br />
<br />
* cd into some temporary working directory such as /tmp<br />
* Extract the files from the .deb archive, which is in ar(1) format:<br />
tar x /path/to/libsdl-image1.2*_i386.deb<br />
: This creates three files: debian-binary, control.tar.gz and data.tar.gz. We only care about data.tar.gz.<br />
* Extract data.tar.gz:<br />
tar xzf data.tar.gz<br />
: This creates a subdirectory named usr with various files inside it. We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).<br />
* Move the shared library into place:<br />
sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/<br />
* Create a symlink to it:<br />
cd /usr/lib32<br />
sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0<br />
cd -<br />
<br />
Repeat this for libSDL_ttf and whatever other libraries are required.<br />
<br />
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:<br />
find */libsndfile.so*<br />
cd to the correct directory, then use ln as shown above.<br />
<br />
<br />
==== "Not found: /data/art/mouse.png" ====<br />
===== Fix 1: Preload zlib=====<br />
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of <code>/your/path/df_linux/df</code> (or <code>/your/path/df_linux/dfhack</code> if you use [[DFHack]]):<br />
export LD_PRELOAD=/usr/lib/libz.so.1<br />
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.<br />
===== Fix 2: Use bmp instead =====<br />
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of "png" to "bmp". This should solve all the error messages except for one: "''Not found: data/art/mouse.png''" since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.<br />
If you don't know how to do that, you can try this:<br />
* cd to the ''/df_linux/libs'' folder<br />
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:<br />
vi ./Dwarf_Fortress<br />
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.<br />
* With vi open, write the following string and press ''Enter'':<br />
/mouse<br />
: This will search for all the strings that contain the word "mouse" and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.<br />
* Press the ''n'' key until the cursor moves to the desired string, which is "''data/art/mouse.png''". If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).<br />
* Once you find the right string, you will have to move the cursor over the "p" in "[..]/mouse.<b>p</b>ng". You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.<br />
* With the cursor in the right position press the following key sequence:<br />
xxxibmp<br />
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.<br />
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':<br />
:wq<br />
: This saves the changes and quits 'vi'<br />
<br />
Now the game should work properly. Have fun!<br />
<br />
==== libGL error ====<br />
<br />
''libGL error: MESA-LOADER: failed to open i965''<br />
<br />
''libGL error: failed to load driver: swrast''<br />
<br />
This can be caused by incompatible libgcc_s.so.1<br />
<br />
===== Fix 1: change print mode =====<br />
<br />
* Go to /data/init/init.txt<br />
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.<br />
<br />
===== Fix 2: change library =====<br />
<br />
* Open df_linux/libs folder<br />
* Rename libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.<br />
* If DF still doesn't launch, find and install suitable libgcc with your package manager.<br />
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.<br />
<br />
==FreeBSD==<br />
<br />
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):<br />
<br />
cd /usr/ports/games/linux-dwarffortress/ && make install clean<br />
<br />
or, with pkg:<br />
<br />
pkg install linux-dwarffortress<br />
<br />
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:<br />
<br />
===linux-c6===<br />
sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \<br />
linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss<br />
<br />
===linux-f10===<br />
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:<br />
sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \<br />
linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \<br />
linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU<br />
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.<br />
<br />
<br />
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:<br />
cd dwarf_fortress_directory<br />
sudo cp libs/lib* /compat/linux/usr/lib/<br />
Or<br />
cd dwarf_fortress_directory<br />
sudo ln -s libs/lib* /compat/linux/usr/lib/<br />
<br />
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.<br />
<br />
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:<br />
LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df<br />
<br />
== Chrome OS (Crostini) ==<br />
<br />
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]<br />
You will need to edit the sources list to include the "non-free" repository, this is done by adding "non-free" to the end of the main sources file found at /etc/apt/sources.list<br />
<br />
e.g.<br />
# Generated by distrobuilder<br />
deb https://deb.debian.org/debian buster main non-free<br />
deb https://deb.debian.org/debian-security buster/updates main non-free<br />
Followed by running<br />
sudo apt-get update<br />
Then just follow the Debian instructions above<br />
<br />
== Android ==<br />
<br />
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.<br />
<br />
== iOS ==<br />
<br />
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.<br />
<br />
= Documentation =<br />
<br />
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:<br />
* [[Tutorials]]<br />
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]<br />
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]<br />
<br />
Then move on to:<br />
* [[Dwarf fortress mode|Fortress Mode reference]]<br />
* [[Adventure mode|Adventure Mode reference]]<br />
* [[Special:Search|Searching]] the wiki<br />
<br />
{{Getting Started}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Installation&diff=258617
Installation
2021-08-02T12:59:32Z
<p>Fleeting Frames: /* libGL error */ wording</p>
<hr />
<div>{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}<br />
{{av}}<br />
<br/><br />
{{quick download|{{current/version/ns}}}}<br />
<br/><br />
{{TOC right}}<br />
= Download =<br />
<br />
Free alpha builds of ''Dwarf Fortress Classic'' are available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. "All versions" links to a page with additional choices, including 32-bit builds for all platforms, "small" builds for Windows (which lack sound files), and "legacy" builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.<br />
<br />
''Dwarf Fortress'' is slated to be released on the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms in the future. These paid versions of the game will include an all-new graphical [[tileset]] and new music tracks. Additionally, the Steam version will include Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' (which will remain available for free). <br />
<br />
== Third-Party Packages ==<br />
<br />
{{main|Utility:Lazy Newb Pack}}<br />
<br />
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.<br />
<br />
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set]. Most notable graphics sets are included in the packs mentioned above.<br />
<br />
= Installation =<br />
:''Also see: [[System requirements]]''<br />
<br />
== Windows ==<br />
<br />
There is no installer for the game - simply extract the archive contents to a folder somewhere and run the game from within that folder by opening "''Dwarf Fortress''.exe".<br />
<br />
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many "my saved games keep getting deleted" complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later. (However, this rather assumes that one actually ''has'' an archive extractor to begin with, perhaps preinstalled: [https://www.7-zip.org/ example remedy for that issue]) <br />
<br />
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.<br />
<br />
If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]<br />
<br />
== Mac ==<br />
<br />
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.<br />
<br />
To start the game, execute the launch script "df". Launching "dwarfort.exe" by itself will ''not'' work (since the "df" script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).<br />
<br />
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.<br />
<br />
=== Fixes for common issues ===<br />
<br />
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.<br />
<br />
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing <code>dwarfort.exe</code>:<br />
* <code>find . -print0 | xargs -0 xattr -d com.apple.quarantine</code><br />
<br />
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]].<br />
<br />
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}<br />
* Rename "libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework" to "libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework" to fix this.<br />
<br />
== Linux ==<br />
<br />
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.<br />
<br />
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.<br />
<br />
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.<br />
<br />
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command <code>uname -m</code> in a terminal. A result of <code>x86_64</code> and <code>i686</code> would indicate 64-bit or 32-bit respectively.<br />
<br />
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing "XX_YY" with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2<br />
or, for the 32-bit version:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2<br />
<br />
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''. So, <code>cd</code> to wherever you want the game to be unpacked, perhaps <code>~/games</code>, and then run<br />
tar -xjf /path/to/df_XX_YY_linux.tar.bz2<br />
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.<br />
<br />
(note: <code>tar -xjvf ./df_XX_YY_linux.tar.bz2</code> may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])<br />
<br />
'''Running''': First, change to the new directory<br />
cd df_linux<br />
then execute the launcher script.<br />
./df<br />
<br />
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.<br />
<br />
If you see any errors related to libstdc++ when starting DF (for example, "version `CXXABI_1.3.8' not found"), try removing libstdc++.so.6 and libgcc_s.so.1 from the "libs" folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.<br />
<br />
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.<br />
<br />
<br />
=== Debian-based ===<br />
<br />
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.<br />
<br />
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.<br />
<br />
===== Fix sound issues =====<br />
<br />
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====<br />
<br />
===== Install dependencies =====<br />
<br />
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:<br />
<br />
$ sudo dpkg --add-architecture i386<br />
$ sudo apt-get update<br />
$ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386<br />
<br />
===== Fix sound issues =====<br />
<br />
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== 32-bit ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.<br />
<br />
===== Fix sound issues =====<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Standard package ====<br />
<br />
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple<br />
<br />
$ sudo apt-get install dwarf-fortress<br />
<br />
=== Fedora ===<br />
<br />
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:<br />
<br />
$ sudo dnf install dwarffortress<br />
$ dwarffortress<br />
<br />
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo "Dwarf Fortress for Fedora"] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].<br />
<br />
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:<br />
<br />
$ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers<br />
<br />
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending ".i686" to the package name:<br />
<br />
$ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686<br />
<br />
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.<br />
<br />
=== Arch Linux ===<br />
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).<br />
<br />
==== Official package installation ====<br />
Install the official package like any other<br />
# pacman -Syu dwarffortress<br />
Any required dependencies will be installed, too.<br />
<br />
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.<br />
<br />
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command<br />
$ pacman -Ql dwarffortress<br />
<br />
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.<br />
<br />
==== AUR package installation ====<br />
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.<br />
<br />
==== Manual or multiple installations ====<br />
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed. To launch this version: in a terminal emulator, 'cd' to that directory, and run './df'. If you get a permission error, you may need to mark the script and executable as being executable with:<br />
$ chmod u+x df libs/Dwarf_Fortress<br />
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.<br />
<br />
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).<br />
<br />
=== CentOS 7 ===<br />
<br />
''Dwarf Fortress'' is now 64-bit, so simply run:<br />
<br />
sudo yum install SDL SDL_image SDL_ttf openal<br />
<br />
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.<br />
<br />
cd df_linux<br />
curl -L http://pastebin.com/raw/jX4Wf062 > df<br />
mkdir c_libs<br />
mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/<br />
chmod a+x df<br />
<br />
Then run it!<br />
./df<br />
<br />
=== Gentoo ===<br />
<br />
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.<br />
<br />
# emerge -av games-roguelike/dwarf-fortress<br />
<br />
=== Solus ===<br />
<br />
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:<br />
<br />
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory<br />
<br />
then simply run the following command to install the missing libraries:<br />
<br />
sudo eopkg install sdl-ttf<br />
<br />
If you are running a 32bit version of ''Dwarf Fortress'', simply replace <code>sdl-ttf</code> with <code>sdl-ttf-32bit</code> in the above command. You're all set!<br />
<br />
=== OpenSuse Tumbleweed ===<br />
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.<br />
==== Dependencies ====<br />
$ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0<br />
==== Remove the included c++ library ====<br />
The included library isn't compatible with OpenSuse's <code>libGLU1</code> package<br />
$ cd path/to/df_linux/libs<br />
$ rm libstdc++.so.6<br />
<br />
cd back to df_linux/ and run the game!<br />
$ cd ../<br />
$ ./df<br />
=== Wine ===<br />
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.<br />
<br />
=== Troubleshooting ===<br />
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.<br />
==== Sound ====<br />
<br />
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for ("libopenal.so") to its implementation ("libopenal.so.1" - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:<br />
<br />
$ cd df_linux/libs<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so<br />
<br />
==== TEXT mode ====<br />
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.<br />
<br />
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.<br />
<br />
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.<br />
<br />
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.<br />
<br />
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow "sky", red water, and blue blood.<br />
<br />
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be "displayed" as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)<br />
<br />
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.<br />
<br />
==== Upgrading ====<br />
<br />
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways. Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.<br />
<br />
==== Manually installing 32-bit libraries ====<br />
<br />
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them. Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32. Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf. On other distributions, the path could be different.<br />
<br />
The second step is to get the 32-bit libraries. You can typically do this by downloading them directly from your distribution's 32-bit package repository. Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture. This takes us to [http://packages.debian.org/search?searchon=contents&keywords=libSDL_image&mode=filename&suite=stable&arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture. Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing. Store these package files somewhere convenient.<br />
<br />
The third step is to extract the libraries from the packages and get them in the proper location. You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture. Instead, you'll probably have to extract them by hand. The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.<br />
<br />
* cd into some temporary working directory such as /tmp<br />
* Extract the files from the .deb archive, which is in ar(1) format:<br />
tar x /path/to/libsdl-image1.2*_i386.deb<br />
: This creates three files: debian-binary, control.tar.gz and data.tar.gz. We only care about data.tar.gz.<br />
* Extract data.tar.gz:<br />
tar xzf data.tar.gz<br />
: This creates a subdirectory named usr with various files inside it. We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).<br />
* Move the shared library into place:<br />
sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/<br />
* Create a symlink to it:<br />
cd /usr/lib32<br />
sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0<br />
cd -<br />
<br />
Repeat this for libSDL_ttf and whatever other libraries are required.<br />
<br />
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:<br />
find */libsndfile.so*<br />
cd to the correct directory, then use ln as shown above.<br />
<br />
<br />
==== "Not found: /data/art/mouse.png" ====<br />
===== Fix 1: Preload zlib=====<br />
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of <code>/your/path/df_linux/df</code> (or <code>/your/path/df_linux/dfhack</code> if you use [[DFHack]]):<br />
export LD_PRELOAD=/usr/lib/libz.so.1<br />
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.<br />
===== Fix 2: Use bmp instead =====<br />
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of "png" to "bmp". This should solve all the error messages except for one: "''Not found: data/art/mouse.png''" since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.<br />
If you don't know how to do that, you can try this:<br />
* cd to the ''/df_linux/libs'' folder<br />
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:<br />
vi ./Dwarf_Fortress<br />
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.<br />
* With vi open, write the following string and press ''Enter'':<br />
/mouse<br />
: This will search for all the strings that contain the word "mouse" and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.<br />
* Press the ''n'' key until the cursor moves to the desired string, which is "''data/art/mouse.png''". If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).<br />
* Once you find the right string, you will have to move the cursor over the "p" in "[..]/mouse.<b>p</b>ng". You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.<br />
* With the cursor in the right position press the following key sequence:<br />
xxxibmp<br />
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.<br />
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':<br />
:wq<br />
: This saves the changes and quits 'vi'<br />
<br />
Now the game should work properly. Have fun!<br />
<br />
==== libGL error ====<br />
<br />
''libGL error: MESA-LOADER: failed to open i965''<br />
<br />
''libGL error: failed to load driver: swrast''<br />
<br />
This can be caused by incompatible libgcc_s.so.1<br />
<br />
===== Fix 1: change print mode =====<br />
<br />
* Go to /data/init/init.txt<br />
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.<br />
<br />
===== Fix 2: change library =====<br />
<br />
* Open libs folder<br />
* Rename libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.<br />
* If DF still doesn't launch, find and install suitable libgcc with your package manager.<br />
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.<br />
<br />
==FreeBSD==<br />
<br />
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):<br />
<br />
cd /usr/ports/games/linux-dwarffortress/ && make install clean<br />
<br />
or, with pkg:<br />
<br />
pkg install linux-dwarffortress<br />
<br />
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:<br />
<br />
===linux-c6===<br />
sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \<br />
linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss<br />
<br />
===linux-f10===<br />
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:<br />
sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \<br />
linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \<br />
linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU<br />
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.<br />
<br />
<br />
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:<br />
cd dwarf_fortress_directory<br />
sudo cp libs/lib* /compat/linux/usr/lib/<br />
Or<br />
cd dwarf_fortress_directory<br />
sudo ln -s libs/lib* /compat/linux/usr/lib/<br />
<br />
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.<br />
<br />
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:<br />
LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df<br />
<br />
== Chrome OS (Crostini) ==<br />
<br />
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]<br />
You will need to edit the sources list to include the "non-free" repository, this is done by adding "non-free" to the end of the main sources file found at /etc/apt/sources.list<br />
<br />
e.g.<br />
# Generated by distrobuilder<br />
deb https://deb.debian.org/debian buster main non-free<br />
deb https://deb.debian.org/debian-security buster/updates main non-free<br />
Followed by running<br />
sudo apt-get update<br />
Then just follow the Debian instructions above<br />
<br />
== Android ==<br />
<br />
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.<br />
<br />
== iOS ==<br />
<br />
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.<br />
<br />
= Documentation =<br />
<br />
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:<br />
* [[Tutorials]]<br />
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]<br />
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]<br />
<br />
Then move on to:<br />
* [[Dwarf fortress mode|Fortress Mode reference]]<br />
* [[Adventure mode|Adventure Mode reference]]<br />
* [[Special:Search|Searching]] the wiki<br />
<br />
{{Getting Started}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Installation&diff=258616
Installation
2021-08-02T12:58:58Z
<p>Fleeting Frames: /* Troubleshooting */ New section: libGL error</p>
<hr />
<div>{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}<br />
{{av}}<br />
<br/><br />
{{quick download|{{current/version/ns}}}}<br />
<br/><br />
{{TOC right}}<br />
= Download =<br />
<br />
Free alpha builds of ''Dwarf Fortress Classic'' are available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. "All versions" links to a page with additional choices, including 32-bit builds for all platforms, "small" builds for Windows (which lack sound files), and "legacy" builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.<br />
<br />
''Dwarf Fortress'' is slated to be released on the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms in the future. These paid versions of the game will include an all-new graphical [[tileset]] and new music tracks. Additionally, the Steam version will include Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' (which will remain available for free). <br />
<br />
== Third-Party Packages ==<br />
<br />
{{main|Utility:Lazy Newb Pack}}<br />
<br />
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.<br />
<br />
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set]. Most notable graphics sets are included in the packs mentioned above.<br />
<br />
= Installation =<br />
:''Also see: [[System requirements]]''<br />
<br />
== Windows ==<br />
<br />
There is no installer for the game - simply extract the archive contents to a folder somewhere and run the game from within that folder by opening "''Dwarf Fortress''.exe".<br />
<br />
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many "my saved games keep getting deleted" complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later. (However, this rather assumes that one actually ''has'' an archive extractor to begin with, perhaps preinstalled: [https://www.7-zip.org/ example remedy for that issue]) <br />
<br />
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.<br />
<br />
If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]<br />
<br />
== Mac ==<br />
<br />
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.<br />
<br />
To start the game, execute the launch script "df". Launching "dwarfort.exe" by itself will ''not'' work (since the "df" script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).<br />
<br />
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.<br />
<br />
=== Fixes for common issues ===<br />
<br />
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.<br />
<br />
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing <code>dwarfort.exe</code>:<br />
* <code>find . -print0 | xargs -0 xattr -d com.apple.quarantine</code><br />
<br />
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]].<br />
<br />
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}<br />
* Rename "libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework" to "libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework" to fix this.<br />
<br />
== Linux ==<br />
<br />
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.<br />
<br />
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.<br />
<br />
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.<br />
<br />
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command <code>uname -m</code> in a terminal. A result of <code>x86_64</code> and <code>i686</code> would indicate 64-bit or 32-bit respectively.<br />
<br />
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing "XX_YY" with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2<br />
or, for the 32-bit version:<br />
wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2<br />
<br />
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''. So, <code>cd</code> to wherever you want the game to be unpacked, perhaps <code>~/games</code>, and then run<br />
tar -xjf /path/to/df_XX_YY_linux.tar.bz2<br />
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.<br />
<br />
(note: <code>tar -xjvf ./df_XX_YY_linux.tar.bz2</code> may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])<br />
<br />
'''Running''': First, change to the new directory<br />
cd df_linux<br />
then execute the launcher script.<br />
./df<br />
<br />
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.<br />
<br />
If you see any errors related to libstdc++ when starting DF (for example, "version `CXXABI_1.3.8' not found"), try removing libstdc++.so.6 and libgcc_s.so.1 from the "libs" folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.<br />
<br />
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.<br />
<br />
<br />
=== Debian-based ===<br />
<br />
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.<br />
<br />
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.<br />
<br />
===== Fix sound issues =====<br />
<br />
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====<br />
<br />
===== Install dependencies =====<br />
<br />
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:<br />
<br />
$ sudo dpkg --add-architecture i386<br />
$ sudo apt-get update<br />
$ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386<br />
<br />
===== Fix sound issues =====<br />
<br />
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== 32-bit ====<br />
<br />
===== Install dependencies =====<br />
<br />
$ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5<br />
<br />
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.<br />
<br />
===== Fix sound issues =====<br />
<br />
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:<br />
<br />
$ cd ~/df_linux # or other location, depending on where you installed ''Dwarf Fortress''<br />
$ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so<br />
$ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so<br />
<br />
==== Standard package ====<br />
<br />
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple<br />
<br />
$ sudo apt-get install dwarf-fortress<br />
<br />
=== Fedora ===<br />
<br />
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:<br />
<br />
$ sudo dnf install dwarffortress<br />
$ dwarffortress<br />
<br />
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo "Dwarf Fortress for Fedora"] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].<br />
<br />
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:<br />
<br />
$ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers<br />
<br />
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending ".i686" to the package name:<br />
<br />
$ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686<br />
<br />
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.<br />
<br />
=== Arch Linux ===<br />
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).<br />
<br />
==== Official package installation ====<br />
Install the official package like any other<br />
# pacman -Syu dwarffortress<br />
Any required dependencies will be installed, too.<br />
<br />
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.<br />
<br />
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command<br />
$ pacman -Ql dwarffortress<br />
<br />
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.<br />
<br />
==== AUR package installation ====<br />
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.<br />
<br />
==== Manual or multiple installations ====<br />
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed. To launch this version: in a terminal emulator, 'cd' to that directory, and run './df'. If you get a permission error, you may need to mark the script and executable as being executable with:<br />
$ chmod u+x df libs/Dwarf_Fortress<br />
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.<br />
<br />
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).<br />
<br />
=== CentOS 7 ===<br />
<br />
''Dwarf Fortress'' is now 64-bit, so simply run:<br />
<br />
sudo yum install SDL SDL_image SDL_ttf openal<br />
<br />
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.<br />
<br />
cd df_linux<br />
curl -L http://pastebin.com/raw/jX4Wf062 > df<br />
mkdir c_libs<br />
mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/<br />
chmod a+x df<br />
<br />
Then run it!<br />
./df<br />
<br />
=== Gentoo ===<br />
<br />
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.<br />
<br />
# emerge -av games-roguelike/dwarf-fortress<br />
<br />
=== Solus ===<br />
<br />
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:<br />
<br />
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory<br />
<br />
then simply run the following command to install the missing libraries:<br />
<br />
sudo eopkg install sdl-ttf<br />
<br />
If you are running a 32bit version of ''Dwarf Fortress'', simply replace <code>sdl-ttf</code> with <code>sdl-ttf-32bit</code> in the above command. You're all set!<br />
<br />
=== OpenSuse Tumbleweed ===<br />
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.<br />
==== Dependencies ====<br />
$ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0<br />
==== Remove the included c++ library ====<br />
The included library isn't compatible with OpenSuse's <code>libGLU1</code> package<br />
$ cd path/to/df_linux/libs<br />
$ rm libstdc++.so.6<br />
<br />
cd back to df_linux/ and run the game!<br />
$ cd ../<br />
$ ./df<br />
=== Wine ===<br />
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.<br />
<br />
=== Troubleshooting ===<br />
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.<br />
==== Sound ====<br />
<br />
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for ("libopenal.so") to its implementation ("libopenal.so.1" - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:<br />
<br />
$ cd df_linux/libs<br />
$ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so<br />
$ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so<br />
<br />
==== TEXT mode ====<br />
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.<br />
<br />
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.<br />
<br />
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.<br />
<br />
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.<br />
<br />
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow "sky", red water, and blue blood.<br />
<br />
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be "displayed" as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)<br />
<br />
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.<br />
<br />
==== Upgrading ====<br />
<br />
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways. Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.<br />
<br />
==== Manually installing 32-bit libraries ====<br />
<br />
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them. Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32. Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf. On other distributions, the path could be different.<br />
<br />
The second step is to get the 32-bit libraries. You can typically do this by downloading them directly from your distribution's 32-bit package repository. Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture. This takes us to [http://packages.debian.org/search?searchon=contents&keywords=libSDL_image&mode=filename&suite=stable&arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture. Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing. Store these package files somewhere convenient.<br />
<br />
The third step is to extract the libraries from the packages and get them in the proper location. You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture. Instead, you'll probably have to extract them by hand. The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.<br />
<br />
* cd into some temporary working directory such as /tmp<br />
* Extract the files from the .deb archive, which is in ar(1) format:<br />
tar x /path/to/libsdl-image1.2*_i386.deb<br />
: This creates three files: debian-binary, control.tar.gz and data.tar.gz. We only care about data.tar.gz.<br />
* Extract data.tar.gz:<br />
tar xzf data.tar.gz<br />
: This creates a subdirectory named usr with various files inside it. We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).<br />
* Move the shared library into place:<br />
sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/<br />
* Create a symlink to it:<br />
cd /usr/lib32<br />
sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0<br />
cd -<br />
<br />
Repeat this for libSDL_ttf and whatever other libraries are required.<br />
<br />
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:<br />
find */libsndfile.so*<br />
cd to the correct directory, then use ln as shown above.<br />
<br />
<br />
==== "Not found: /data/art/mouse.png" ====<br />
===== Fix 1: Preload zlib=====<br />
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of <code>/your/path/df_linux/df</code> (or <code>/your/path/df_linux/dfhack</code> if you use [[DFHack]]):<br />
export LD_PRELOAD=/usr/lib/libz.so.1<br />
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.<br />
===== Fix 2: Use bmp instead =====<br />
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of "png" to "bmp". This should solve all the error messages except for one: "''Not found: data/art/mouse.png''" since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.<br />
If you don't know how to do that, you can try this:<br />
* cd to the ''/df_linux/libs'' folder<br />
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:<br />
vi ./Dwarf_Fortress<br />
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.<br />
* With vi open, write the following string and press ''Enter'':<br />
/mouse<br />
: This will search for all the strings that contain the word "mouse" and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.<br />
* Press the ''n'' key until the cursor moves to the desired string, which is "''data/art/mouse.png''". If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).<br />
* Once you find the right string, you will have to move the cursor over the "p" in "[..]/mouse.<b>p</b>ng". You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.<br />
* With the cursor in the right position press the following key sequence:<br />
xxxibmp<br />
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.<br />
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':<br />
:wq<br />
: This saves the changes and quits 'vi'<br />
<br />
Now the game should work properly. Have fun!<br />
<br />
==== libGL error ====<br />
<br />
''libGL error: MESA-LOADER: failed to open i965''<br />
<br />
''libGL error: failed to load driver: swrast''<br />
<br />
This is typically caused by incompatible libgcc_s.so.1<br />
<br />
===== Fix 1: change print mode =====<br />
<br />
* Go to /data/init/init.txt<br />
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.<br />
<br />
===== Fix 2: change library =====<br />
<br />
* Open libs folder<br />
* Rename libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.<br />
* If DF still doesn't launch, find and install suitable libgcc with your package manager.<br />
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.<br />
<br />
==FreeBSD==<br />
<br />
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):<br />
<br />
cd /usr/ports/games/linux-dwarffortress/ && make install clean<br />
<br />
or, with pkg:<br />
<br />
pkg install linux-dwarffortress<br />
<br />
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:<br />
<br />
===linux-c6===<br />
sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \<br />
linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss<br />
<br />
===linux-f10===<br />
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:<br />
sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \<br />
linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \<br />
linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU<br />
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.<br />
<br />
<br />
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:<br />
cd dwarf_fortress_directory<br />
sudo cp libs/lib* /compat/linux/usr/lib/<br />
Or<br />
cd dwarf_fortress_directory<br />
sudo ln -s libs/lib* /compat/linux/usr/lib/<br />
<br />
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.<br />
<br />
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:<br />
LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df<br />
<br />
== Chrome OS (Crostini) ==<br />
<br />
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]<br />
You will need to edit the sources list to include the "non-free" repository, this is done by adding "non-free" to the end of the main sources file found at /etc/apt/sources.list<br />
<br />
e.g.<br />
# Generated by distrobuilder<br />
deb https://deb.debian.org/debian buster main non-free<br />
deb https://deb.debian.org/debian-security buster/updates main non-free<br />
Followed by running<br />
sudo apt-get update<br />
Then just follow the Debian instructions above<br />
<br />
== Android ==<br />
<br />
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.<br />
<br />
== iOS ==<br />
<br />
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.<br />
<br />
= Documentation =<br />
<br />
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:<br />
* [[Tutorials]]<br />
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]<br />
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]<br />
<br />
Then move on to:<br />
* [[Dwarf fortress mode|Fortress Mode reference]]<br />
* [[Adventure mode|Adventure Mode reference]]<br />
* [[Special:Search|Searching]] the wiki<br />
<br />
{{Getting Started}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Burrow&diff=258273
Burrow
2021-07-04T08:59:26Z
<p>Fleeting Frames: /* Limit workshops to burrow */ Also works with traps, shown by cage trap only using cages in burrow in 44.09</p>
<hr />
<div>{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}<br />
{{av}}{{buggy}}<br />
<br />
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.<br />
<br />
== Defining a new burrow ==<br />
<br />
To enter the "define burrow" mode, press {{k|w}}.<br />
<br />
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys ({{k|+}},{{k|-}},{{k|*}}, & {{k|/}}).<br />
<br />
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.<br />
<br />
To configure an existing burrow, select it, then press {{k|enter}} to set the burrow's {{k|n}}ame, {{k|c}}hange the symbol used, and define what tiles it encompasses by setting/e{{k|r}}asing tiles. Defining the burrow's tiles can be done using keyboard to make rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols to help tell them apart.<br />
<br />
== Deleting Burrows ==<br />
<br />
Deleting a burrow is easy, just enter "define burrow" mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}. Uniquely to burrows, erasing all tiles in a burrow will not delete it.<br />
<br />
== Uses for Burrows ==<br />
<br />
=== Limiting civilian citizen jobs ===<br />
<br />
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens & resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.<br />
<br />
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that "job" here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.<br />
<br />
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]<br />
<br />
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.<br />
<br />
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, the dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. <br />
<br />
As such, a dwarf's burrow should include: <br />
<br />
* All places they work at, sleep, eat, drink. <br />
* All tools, raw materials, fuel and items they need for above.<br />
* All places the stockpiles they store items in draw from. <br />
* All stockpiles they take items from.<br />
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. <br />
<br />
Take care to avoid dwarves having labors that result in them taking jobs that demand items outside the burrow:<br />
<br />
* Food hauling and food stockpile that takes from anywhere. <br />
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.<br />
* Seek Infant and a baby dropped outside the burrow.<br />
<br />
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside the burrow to in. Otherwise, dwarves not assigned to the burrow can still do jobs in its area, including moving food inside.<br />
<br />
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.<br />
<br />
† However, active military dwarves are unaffected and can even perform those same drills.<br />
<br />
=== Limit workshops to burrow ===<br />
<br />
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. <br />
<br />
This setting behaves as if workshop or furnace or trap is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. <br />
<br />
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.<br />
<br />
There are some notable differences from using links, however: <br />
<br />
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.<br />
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.<br />
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.<br />
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.<br />
<br />
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...<br />
<br />
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.<br />
<br />
=== Civilian Alerts ===<br />
<br />
Activation: In main menu, hit {{k|m}} to bring up the military menus, and {{k|a}} for alerts. <br />
<br />
(Optionally, using {{k|Up}} and {{k|Down}} arrow keys, select an alert you want civilians to currently use with {{k|Enter}} (default first entry, marked with {{k|[CIV]}}) in leftmost column - optionally creating a new one with {{k|c}} or using {{k|N}} to rename one.)<br />
<br />
Then, navigate to the right {{k|Right}} and use {{k|Up}} and {{k|Down}} arrow keys to select the burrow(s) you want civilians to be restricted to with {{k|Enter}}.<br />
<br />
To unactivate, unassign the burrow(s) or choose another alert to restrict civilians to.<br />
<br />
: Unlike individual citizen burrow assignments, a [[civilian alert]] will apply to all fort civilians and animals. It will order them to go and stay inside the burrows defined in the alert for as long as the alert is active and includes any. Additionally, for that time individual assignments are ignored.<br />
<br />
Most jobs and activities will be cancelled when cut off by civilian alert. However, one should take a look around for any heavy items carrying stragglers that are trying to slowly move their items to inside the burrow, and stop their job so they can drop the item nd flee faster.<br />
<br />
=== Defending an Area ===<br />
''Full article: [[Scheduling]]<br />
<br />
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order "Defend Burrows" '''cannot''' be given without first creating burrows to assign defenders to. Under a "Defend Burrows" order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.<br />
<br />
=== Broker to the Depot, STAT ===<br />
<br />
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.<br />
<br />
===Alternative to Hot Keys===<br />
You can define small burrows to areas you would like to zoom to. Then by pressing "w", select the burrow, "z" to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles. This is useful when you run out of hotkey slots.<br />
<br />
===Causing Insanity===<br />
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.<br />
<br />
== Bugs ==<br />
<br />
Burrows can be powerful tools, but that also means they have the potential to cause many problems.<br />
<br />
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}<br />
<br />
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}<br />
<br />
* [[Dwarf cancels Store Item: Item inaccessible]]" message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.<br />
<br />
* Civilians assigned to a burrow while hauling constantly spam "drop-off inaccessible".{{bug|597}}<br />
<br />
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}<br />
<br />
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}<br />
<br />
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}<br />
<br />
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}<br />
<br />
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}<br />
<br />
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}<br />
{{Category|Fortress mode}}<br />
[[ru:Burrow]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User:Fleeting_Frames/itemage&diff=258055
User:Fleeting Frames/itemage
2021-06-04T20:18:31Z
<p>Fleeting Frames: parsing</p>
<hr />
<div>Tested in 43.03 only at present. Usage as console command requires only adding the bottom code chunk on this page into itemage.lua file as text, then selecting an item and typing itemage into console or typing itemage itemid into console (where itemid is number given by item's id). <br />
<br />
Usage as dwarfmonitor plugin needs these additional steps at present:<br />
<br />
1. Add the line<br />
<br />
<source lang="lua"><br />
pcall(function() Widget_itemage = dfhack.script_environment('itemage').Widget_itemage end)<br />
</source><br />
into /hack/lua/plugins/dwarfmonitor.lua on an empty line somewhere before the return _ENV line on newline near the very end. <br />
2. Add <br />
<source lang="javascript"><br />
,{<br />
"memory": true,<br />
"type": "itemage",<br />
"x": -17,<br />
"y": 2<br />
}<br />
</source><br />
Into dfhack-config/dwarfmonitor.json after the last widget.<br />
<br />
Either way, you need the below in itemage.lua to have it work:<br />
<br />
<source lang="lua"><br />
--Prints the selected item age or provided age<br />
--Or provides a widget for dwarfmonitor<br />
<br />
--TODO toggle enable/disable on click while displaying<br />
<br />
--[[<br />
<br />
{<br />
"memory": false,<br />
"type": "itemage",<br />
"x": -17,<br />
"y": 2<br />
},<br />
<br />
]]<br />
<br />
base_colour = COLOR_CYAN<br />
dump_colour = COLOR_MAGENTA<br />
melt_colour = COLOR_RED<br />
TSK_bonus = 8<br />
<br />
local args = {...}<br />
local item = nil<br />
if #args>0 and type(tonumber(args[1]))=="number" then <br />
item = df.item.find(tonumber(args[1]))<br />
else<br />
item = dfhack.gui.getSelectedItem(true)<br />
end<br />
<br />
if not moduleMode and not item then qerror("itemage.lua needs an item selected or provided by id!") end<br />
<br />
function finditemage(age)<br />
local result = ""<br />
if(age>40320) then<br />
result = result .. math.floor(age/40320) .. " years, " .. finditemage(age%40320)<br />
elseif(age>3360) then<br />
result = result .. math.floor(age/3360) .. " months, " .. finditemage(age%3360)<br />
else<br />
result = result .. math.floor(age/120) .. " days and " .. (12*(age%120)) .. " minutes old."<br />
end<br />
return result<br />
end<br />
<br />
function finditemcreation(age)<br />
local creationyear = df.global.cur_year - age/40320 + df.global.cur_year_tick/403200<br />
local creationmonth = (creationyear%1)*12<br />
local creationday = (creationmonth%1)*28<br />
local creationminute = (creationday%1)*1440<br />
return math.floor(creationyear) .. "y" .. math.floor(creationmonth+1) .. "m" .. math.floor(creationday+1) .. "d" .. math.floor(creationminute) .. "m"<br />
end<br />
<br />
<br />
local gps = df.global.gps<br />
local gui = require 'gui'<br />
local dwarfmonitor = require('plugins.dwarfmonitor')<br />
<br />
local debugverbose = false<br />
<br />
local function printd(...)<br />
if debugverbose then print(...) end<br />
end<br />
<br />
pstringt = {}<br />
local spos<br />
<br />
Widget_itemage = defclass(Widget_itemage, dwarfmonitor.Widget)<br />
<br />
function cursormismatch(update)<br />
printd("checking mismatch", update)<br />
if not spos then spos = copyall(df.global.cursor) end<br />
if not same_xyz(spos,df.global.cursor) then <br />
if update then spos = copyall(df.global.cursor) end<br />
return true<br />
end<br />
end<br />
<br />
EmptyTable = {str="", colour=0}<br />
<br />
function Widget_itemage:update()<br />
if (dfhack.gui.getCurFocus():match("dwarfmode/LookAround/Item")) then<br />
--used to be == Lookaround, meant it wasn't used on Lookaround/Item but also meant it didn't reset on brief look away<br />
printd("updating")<br />
if cursormismatch(true) then<br />
--local count = 0<br />
for i,v in pairs(pstringt) do<br />
pstringt[i].str=EmptyTable.str<br />
pstringt[i].colour=EmptyTable.colour<br />
--count = count+1 <br />
end <br />
--if count > 0 then pstringt = {} end<br />
end <br />
end<br />
end<br />
<br />
function Widget_itemage:get_width() return 16 end<br />
<br />
local function getItemTextColour(item)<br />
return ((item.flags.dump and dump_colour or (item.flags.melt and melt_colour or base_colour))+(item.flags.in_job and TSK_bonus or 0))<br />
end<br />
<br />
<br />
<br />
function Widget_itemage:render_body(p)<br />
if (dfhack.gui.getCurFocus():match("dwarfmode/LookAround/Item")) and df.global.enabler.mouse_lbut == 0 then<br />
item = dfhack.gui.getSelectedItem(true)<br />
printd("rendering body at ", self:get_pos())<br />
if item then printd("Found item ", item.id, " age is " .. finditemcreation(item.age), "colour is " .. getItemTextColour(item), "memory is ", self.opts.memory) end<br />
if self.opts.memory and not cursormismatch() then<br />
if item then <br />
if not pstringt[df.global.ui_look_cursor] then <br />
pstringt[df.global.ui_look_cursor] = {str=finditemcreation(item.age), colour=getItemTextColour(item)}<br />
else <br />
pstringt[df.global.ui_look_cursor].str = finditemcreation(item.age)<br />
pstringt[df.global.ui_look_cursor].colour = getItemTextColour(item)<br />
end<br />
end<br />
for i,v in pairs(pstringt) do<br />
if v and v.str and math.floor(df.global.ui_look_cursor / (gps.dimy-9)) == math.floor(i/(gps.dimy-9)) then<br />
p:seek(0,(i)%(gps.dimy-9)):pen(v.colour):string(v.str)<br />
printd("Should have printed string ", v.str)<br />
end<br />
end<br />
else<br />
if item then p:seek(0,(df.global.ui_look_cursor)%(gps.dimy-9)):pen(getItemTextColour(item)):string(finditemcreation(item.age)) end<br />
end<br />
end<br />
end<br />
<br />
function Widget_itemage:render()<br />
if dwarfmonitor.monitor_state(self.opts.type) == false then<br />
return<br />
end<br />
self:update()<br />
local x, y = self:get_pos()<br />
local p = gui.Painter.new_xy(x, y, gps.dimx - 1, gps.dimy-y)<br />
self:render_body(p)<br />
end<br />
<br />
if item and not moduleMode then print(finditemcreation(item.age), "Item is " .. finditemage(item.age)) end<br />
</source></div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Water&diff=258047
DF2014 Talk:Water
2021-06-04T12:29:58Z
<p>Fleeting Frames: /* Floor constructed from rock salt freezes water at least 4/7 underground (need moar experiments, possibly infinite water source) {{Verify}} */ new section</p>
<hr />
<div>==Contaminants in water?==<br />
<br />
Water can be contaminated with extracts or vampire blood and such, right?<br />
<br />
Under what circumstances will the water be contaminated?<br />
* the water is taken from a tile with the contaminant on the floor?<br />
* the water is taken a tile with a contaminant on an adjacent wall?<br />
* the water is taken from a tile with no contaminants on any adjacent walls or floors, but contaminants on the floor of a lower tile in the reservoir?<br />
<br />
Will the water be described any differently? I.e., "Water laced with forgotten beast extract", or will it still be described as just "Water"?<br />
<br />
If contaminated water dries on an object, will the object still be contaminated? For example, if a roast gets a coating of contaminated water on it, will it be safe to eat after the water dries?<br />
<br />
If a dwarf drinks from a waterskin coated in contaminated water, will they ingest the contaminated water?<br />
<br />
If a dwarf drinks while their mouth is covered with a coating of contaminated water, or eats while their hands are coated with a covering of contaminated water, will they ingest the contaminated water?<br />
<br />
What happens if contaminated water gets on a dwarf? Last time my dwarves walked through their contaminated [[User:Uristocrat/Dwarven_Bathtub|dwarven bathtub]], they got water on their mouth. Is this enough to infect them? It appears not, since most of my dwarves are fine and most of them walked through the contaminated bathtub. Maybe they only get sick if they walk through without shoes on.<br />
<br />
--[[User:2128|2128]] ([[User talk:2128|talk]]) 19:49, 22 February 2017 (UTC)<br />
<br />
== Undo revision 251634 by [[Special:Contributions/35.191.1.236|35.191.1.236]] ([[User talk:35.191.1.236|talk]]) ==<br />
<br />
Seems it made change from "clean water destroys stagnant water" to opposite way around.<br />
<br />
Testing in 47.05 by dropping water into partially-emptied murky ponds or having stagnant ponds flow into clear water on level diagonally below resulted in both cases the entire water collection becoming clean. Can anyone find evidence in support of 35.191.1.236's revision?<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:10, 19 March 2021 (UTC)<br />
<br />
== Floor constructed from rock salt freezes water at least 4/7 underground (need moar experiments, possibly infinite water source) {{Verify}} ==<br />
<br />
Added [https://dwarffortresswiki.org/index.php?title=DF2014:Water&diff=257215&oldid=256722 here], the editor sadly didn't leave a name. <br />
<br />
I expect this is tied to unretiring making stockpile tiles count as above ground, thus unexpectedly freezing water in colder climate.<br />
<br />
But would like a save - experimentally I fail to verify in 47.05.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 12:29, 4 June 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Armor&diff=258022
Armor
2021-06-03T00:01:32Z
<p>Fleeting Frames: /* Encumbrance */ Clarify that the boots need to be high boots.</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. <br />
<br />
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)<br />
<br />
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.<br />
<br />
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.<br />
<br />
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.<br />''Art by Alex Vasin'']]<br />
== Basics ==<br />
=== Purpose ===<br />
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.<br />
<br />
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.<br />
<br />
=== Types of armor ===<br />
In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default "uniform" - "no armor" (which is "clothing"), "leather", or "metal". You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below.<br />
<br />
The first is regular [[clothing]], which is made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).<br />
<br />
(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade".)<br />
<br />
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively.<br />
<br />
Note that clothing made from leather (which is made at a [[Clothier's shop]]) is ''not'' the same as "leather armor" (which is made at a [[leather works]]), even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will not wear it.<br />
<br />
The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible "chain" armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to destroy with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.<br />
<br />
==== By location ====<br />
Though all clothes can protect from damage, a "complete" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of leather or chain<br />
|Low boots (feet)<br />
|Buckler<br />
|-<br />
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)<br> <br />
and/or </br>'''Breastplate''' (upper body + lower body only)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|}<br />
<br />
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat skill|armor users]]".<br />
<br />
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.<br />
<br />
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;">Dwarf 1 slashes Dwarf 2 in the upper body with his iron short sword, but the attack is deflected by Dwarf 2's small iron breastplate!</span>, and the dwarf will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and it is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{| class="wikitable"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.<br />
<br />
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and they are just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.<br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{| class="wikitable"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth Bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons or large animals and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.<br />
* [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).<br />
* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.<br />
:* [[Bismuth bronze]] has identical properties to standard bronze but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.<br />
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process.<br />
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in Dwarf Fortress is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?<br />
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine. It is immensely valuable to boot.<br />
<br />
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons-grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.<br />
<br />
=== Quality and strange moods ===<br />
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.<br />
<br />
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as specific item. <br />
<br />
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but it is a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.<br />
<br />
=== Mechanics ===<br />
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and only non-clothing garments increase the armor user skill.<br />
<br />
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.<br />
<br />
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].<br />
<br />
=== Encumbrance ===<br />
Sometimes, it is better to wear less armor than more armor because armor slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
Since most dwarves are not danger-room-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.<br />
<br />
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (Are armor levels still relevant in the new material properties-based mechanics?) metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks {{Verify}}. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
== Layers ==<br />
<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of Protection==<br />
===Material Requirements===<br />
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Backpack<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Quiver<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Flask<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|Unique*<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[Quiver]]s and [[backpack]]s are also worn on the upper body, counting towards layer permit size. [[Flask]]s are attached to the upper body armor or the garment worn over it (but not cover-layer items, such as cloaks).<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.<br />
<br />
===Lower Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
<br />
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.<br />
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.<br />
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.<br />
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but it can be worn with chain mail, and greaves and leggings cannot be combined).<br />
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0]<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor and adding an adjective ("bulging", "segmented", "rounded", etc.). Dwarves in [[strange mood]]s that select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.<br />
<br />
==Equipping clothing==<br />
<br />
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.<br />
<br />
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.<br />
<br />
===Process for equipping a new piece of clothing===<br />
<br />
The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.<br />
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*will equip items with lowest permit level first. If two items share the same permit value, the highest-size item will be equipped first{{verify}}.<br />
:*then checks if the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.<br />
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.<br />
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
<br />
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:0.2em;"|Size<br />
!style="border:1px #AAA solid;padding:0.2em;"|Permit<br />
!style="border:1px #AAA solid;padding:0.2em;"|Total Size*<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|45<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|}<br />
<br />
* * = Total Size includes the size of all equipped items but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. <br />
<br />
Example: Wearing a cap (10, 15) allows only one face veil (10, 100), but a combined total of up to 9 head veils and hoods can be added.<br />
<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit, and Layering===<br />
<br />
Let's say you want to kit out your soldier's upper body. Try walking through this in arena mode to get a feel for it.<br />
<br />
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items: no more breastplates and no [[leather]] armor.<br />
<br />
Now, you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces' permit + size (or rather, the permit value ignoring that item's size in the calculation) like so:<br />
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.<br />
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.<br />
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3), the breastplate is added after the shirts. This results in the breastplate being dropped.<br />
<br />
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest, or whatever.<br />
<br />
However, you can add cover layer items - in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.<br />
<br />
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:<br />
<br />
'''Armor'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 × dress<br/><br />
3 × robe<br/><br />
3 × cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 × long skirts<br /><br />
1 × greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 × trousers<br /><br />
1 × greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 × trousers<br /><br />
1 × leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 × helm<br /><br />
6 × hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 × pairs of gauntlets<br /><br />
1 × pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 × pairs of gloves<br /><br />
1 × pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 × pairs of chausses<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of shoes<br />
<br />
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).<br />
<br />
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
<br />
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.<br />
<br />
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body, or head){{verify}}. Their coverage is extended to other body parts using the following three tags:<br />
<br />
:'''[UBSTEP]'''<br />
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically, you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, so both are always covered.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.<br />
<br />
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes, you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm and then lower arm, skip the hand, and then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.<br /><br />
The clothes with these properties seem to be robes, cloaks, coats, shirts, and dresses. However, of these, only robes and dresses also have [LBSTEP:MAX] (see below), so I'm not sure if anything else would actually cover toes or not. This needs additional testing.<br />
<br />
Testing in arena: in three battles with 15x15 dwarves where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, the team with robes was victorious (2-3 survivors).<br />
<br />
:'''[LBSTEP]'''<br />
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g. foot). Arms are [LIMB]s but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]<br />
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.<br />
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.<br />
<br />
:'''[UPSTEP]'''<br />
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.<br />
<br />
Low boots literally only cover the foot.<br /><br />
High boots have [UPSTEP:1], so they cover the lower leg. If you consider that the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.<br />
Gauntlets have [UPSTEP:1], so they cover the lower arms. Because there is no other protection for arms like there is for legs, you need gauntlets and mail shirts to protect your arms fully.<br />
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. They are the perfect undergarment.<br />
<br />
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
<br />
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.<br />
<br />
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. In particular, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and "one only" (shaped) restrictions. This means you can wear three suits of mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.<br />
<br />
== Bugs ==<br />
In fortress mode, it is possible to have (at least) 3 shields equipped.<br />
<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above).{{bug|535}}<br />
<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Armor&diff=258021
Armor
2021-06-02T23:59:39Z
<p>Fleeting Frames: /* Encumbrance */ Correct 6.04.2017 revision by unregistered, Verify for the lower material armor still mattering.</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. <br />
<br />
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)<br />
<br />
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.<br />
<br />
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.<br />
<br />
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.<br />''Art by Alex Vasin'']]<br />
== Basics ==<br />
=== Purpose ===<br />
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.<br />
<br />
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.<br />
<br />
=== Types of armor ===<br />
In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default "uniform" - "no armor" (which is "clothing"), "leather", or "metal". You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below.<br />
<br />
The first is regular [[clothing]], which is made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).<br />
<br />
(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade".)<br />
<br />
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively.<br />
<br />
Note that clothing made from leather (which is made at a [[Clothier's shop]]) is ''not'' the same as "leather armor" (which is made at a [[leather works]]), even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will not wear it.<br />
<br />
The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible "chain" armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to destroy with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.<br />
<br />
==== By location ====<br />
Though all clothes can protect from damage, a "complete" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of leather or chain<br />
|Low boots (feet)<br />
|Buckler<br />
|-<br />
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)<br> <br />
and/or </br>'''Breastplate''' (upper body + lower body only)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|}<br />
<br />
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat skill|armor users]]".<br />
<br />
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.<br />
<br />
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;">Dwarf 1 slashes Dwarf 2 in the upper body with his iron short sword, but the attack is deflected by Dwarf 2's small iron breastplate!</span>, and the dwarf will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and it is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{| class="wikitable"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.<br />
<br />
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and they are just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.<br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{| class="wikitable"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth Bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons or large animals and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.<br />
* [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).<br />
* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.<br />
:* [[Bismuth bronze]] has identical properties to standard bronze but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.<br />
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process.<br />
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in Dwarf Fortress is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?<br />
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine. It is immensely valuable to boot.<br />
<br />
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons-grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.<br />
<br />
=== Quality and strange moods ===<br />
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.<br />
<br />
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as specific item. <br />
<br />
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but it is a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.<br />
<br />
=== Mechanics ===<br />
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and only non-clothing garments increase the armor user skill.<br />
<br />
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.<br />
<br />
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].<br />
<br />
=== Encumbrance ===<br />
Sometimes, it is better to wear less armor than more armor because armor slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
Since most dwarves are not danger-room-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.<br />
<br />
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (Are armor levels still relevant in the new material properties-based mechanics?) metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks {{Verify}}. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
== Layers ==<br />
<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of Protection==<br />
===Material Requirements===<br />
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Backpack<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Quiver<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Flask<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|Unique*<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[Quiver]]s and [[backpack]]s are also worn on the upper body, counting towards layer permit size. [[Flask]]s are attached to the upper body armor or the garment worn over it (but not cover-layer items, such as cloaks).<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.<br />
<br />
===Lower Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
<br />
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.<br />
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.<br />
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.<br />
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but it can be worn with chain mail, and greaves and leggings cannot be combined).<br />
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0]<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor and adding an adjective ("bulging", "segmented", "rounded", etc.). Dwarves in [[strange mood]]s that select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.<br />
<br />
==Equipping clothing==<br />
<br />
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.<br />
<br />
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.<br />
<br />
===Process for equipping a new piece of clothing===<br />
<br />
The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.<br />
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*will equip items with lowest permit level first. If two items share the same permit value, the highest-size item will be equipped first{{verify}}.<br />
:*then checks if the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.<br />
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.<br />
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
<br />
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:0.2em;"|Size<br />
!style="border:1px #AAA solid;padding:0.2em;"|Permit<br />
!style="border:1px #AAA solid;padding:0.2em;"|Total Size*<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|45<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|}<br />
<br />
* * = Total Size includes the size of all equipped items but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. <br />
<br />
Example: Wearing a cap (10, 15) allows only one face veil (10, 100), but a combined total of up to 9 head veils and hoods can be added.<br />
<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit, and Layering===<br />
<br />
Let's say you want to kit out your soldier's upper body. Try walking through this in arena mode to get a feel for it.<br />
<br />
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items: no more breastplates and no [[leather]] armor.<br />
<br />
Now, you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces' permit + size (or rather, the permit value ignoring that item's size in the calculation) like so:<br />
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.<br />
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.<br />
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3), the breastplate is added after the shirts. This results in the breastplate being dropped.<br />
<br />
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest, or whatever.<br />
<br />
However, you can add cover layer items - in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.<br />
<br />
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:<br />
<br />
'''Armor'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 × dress<br/><br />
3 × robe<br/><br />
3 × cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 × long skirts<br /><br />
1 × greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 × trousers<br /><br />
1 × greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 × trousers<br /><br />
1 × leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 × helm<br /><br />
6 × hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 × pairs of gauntlets<br /><br />
1 × pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 × pairs of gloves<br /><br />
1 × pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 × pairs of chausses<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of shoes<br />
<br />
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).<br />
<br />
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
<br />
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.<br />
<br />
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body, or head){{verify}}. Their coverage is extended to other body parts using the following three tags:<br />
<br />
:'''[UBSTEP]'''<br />
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically, you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, so both are always covered.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.<br />
<br />
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes, you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm and then lower arm, skip the hand, and then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.<br /><br />
The clothes with these properties seem to be robes, cloaks, coats, shirts, and dresses. However, of these, only robes and dresses also have [LBSTEP:MAX] (see below), so I'm not sure if anything else would actually cover toes or not. This needs additional testing.<br />
<br />
Testing in arena: in three battles with 15x15 dwarves where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, the team with robes was victorious (2-3 survivors).<br />
<br />
:'''[LBSTEP]'''<br />
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g. foot). Arms are [LIMB]s but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]<br />
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.<br />
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.<br />
<br />
:'''[UPSTEP]'''<br />
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.<br />
<br />
Low boots literally only cover the foot.<br /><br />
High boots have [UPSTEP:1], so they cover the lower leg. If you consider that the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.<br />
Gauntlets have [UPSTEP:1], so they cover the lower arms. Because there is no other protection for arms like there is for legs, you need gauntlets and mail shirts to protect your arms fully.<br />
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. They are the perfect undergarment.<br />
<br />
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
<br />
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.<br />
<br />
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. In particular, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and "one only" (shaped) restrictions. This means you can wear three suits of mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.<br />
<br />
== Bugs ==<br />
In fortress mode, it is possible to have (at least) 3 shields equipped.<br />
<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above).{{bug|535}}<br />
<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User:Fleeting_Frames/itemage&diff=257993
User:Fleeting Frames/itemage
2021-05-28T19:38:05Z
<p>Fleeting Frames: minor correction about config</p>
<hr />
<div>Tested in 43.03 only at present. Usage as console command requires only adding the bottom code chunk on this page into itemage.lua file as text, then selecting an item and typing itemage into console or typing itemage itemid into console (where itemid is number given by item's id). <br />
<br />
Usage as dwarfmonitor plugin needs these additional steps at present:<br />
<br />
1. Add the line<br />
<br />
<source lang="lua"><br />
pcall(function() Widget_itemage = dfhack.script_environment('itemage').Widget_itemage end)<br />
</source><br />
into /hack/lua/plugins/dwarfmonitor.lua on an empty line somewhere before the return _ENV line on newline near the very end. <br />
2. Add <br />
<source lang="javascript"><br />
,{<br />
"memory": true,<br />
"type": "itemage",<br />
"x": -17,<br />
"y": 2<br />
}<br />
</source><br />
Into dfhack-config/dwarfmonitor.json after the last widget.<br />
<br />
Either way, you need the below in itemage.lua to have it work:<br />
<br />
<source lang="lua"><br />
--Prints the selected item age or provided age<br />
--Or provides a widget for dwarfmonitor<br />
<br />
--TODO toggle enable/disable on click while displaying<br />
<br />
--[[<br />
<br />
{<br />
"memory": false,<br />
"type": "itemage",<br />
"x": -17,<br />
"y": 2<br />
},<br />
<br />
]]<br />
<br />
base_colour = COLOR_CYAN<br />
dump_colour = COLOR_MAGENTA<br />
melt_colour = COLOR_RED<br />
TSK_bonus = 8<br />
<br />
local args = {...}<br />
local item = nil<br />
if #args>0 and type(args[1])=="Number" then <br />
item = df.item.find(args[1])<br />
else<br />
item = dfhack.gui.getSelectedItem(true)<br />
end<br />
<br />
if not moduleMode and not item then qerror("itemage.lua needs an item selected or provided by id!") end<br />
<br />
function finditemage(age)<br />
local result = ""<br />
if(age>40320) then<br />
result = result .. math.floor(age/40320) .. " years, " .. finditemage(age%40320)<br />
elseif(age>3360) then<br />
result = result .. math.floor(age/3360) .. " months, " .. finditemage(age%3360)<br />
else<br />
result = result .. math.floor(age/120) .. " days and " .. (12*(age%120)) .. " minutes old."<br />
end<br />
return result<br />
end<br />
<br />
function finditemcreation(age)<br />
local creationyear = df.global.cur_year - age/40320 + df.global.cur_year_tick/403200<br />
local creationmonth = (creationyear%1)*12<br />
local creationday = (creationmonth%1)*28<br />
local creationminute = (creationday%1)*1440<br />
return math.floor(creationyear) .. "y" .. math.floor(creationmonth+1) .. "m" .. math.floor(creationday+1) .. "d" .. math.floor(creationminute) .. "m"<br />
end<br />
<br />
<br />
local gps = df.global.gps<br />
local gui = require 'gui'<br />
local dwarfmonitor = require('plugins.dwarfmonitor')<br />
<br />
local debugverbose = false<br />
<br />
local function printd(...)<br />
if debugverbose then print(...) end<br />
end<br />
<br />
pstringt = {}<br />
local spos<br />
<br />
Widget_itemage = defclass(Widget_itemage, dwarfmonitor.Widget)<br />
<br />
function cursormismatch(update)<br />
printd("checking mismatch", update)<br />
if not spos then spos = copyall(df.global.cursor) end<br />
if not same_xyz(spos,df.global.cursor) then <br />
if update then spos = copyall(df.global.cursor) end<br />
return true<br />
end<br />
end<br />
<br />
EmptyTable = {str="", colour=0}<br />
<br />
function Widget_itemage:update()<br />
if (dfhack.gui.getCurFocus():match("dwarfmode/LookAround/Item")) then<br />
--used to be == Lookaround, meant it wasn't used on Lookaround/Item but also meant it didn't reset on brief look away<br />
printd("updating")<br />
if cursormismatch(true) then<br />
--local count = 0<br />
for i,v in pairs(pstringt) do<br />
pstringt[i].str=EmptyTable.str<br />
pstringt[i].colour=EmptyTable.colour<br />
--count = count+1 <br />
end <br />
--if count > 0 then pstringt = {} end<br />
end <br />
end<br />
end<br />
<br />
function Widget_itemage:get_width() return 16 end<br />
<br />
local function getItemTextColour(item)<br />
return ((item.flags.dump and dump_colour or (item.flags.melt and melt_colour or base_colour))+(item.flags.in_job and TSK_bonus or 0))<br />
end<br />
<br />
<br />
<br />
function Widget_itemage:render_body(p)<br />
if (dfhack.gui.getCurFocus():match("dwarfmode/LookAround/Item")) and df.global.enabler.mouse_lbut == 0 then<br />
item = dfhack.gui.getSelectedItem(true)<br />
printd("rendering body at ", self:get_pos())<br />
if item then printd("Found item ", item.id, " age is " .. finditemcreation(item.age), "colour is " .. getItemTextColour(item), "memory is ", self.opts.memory) end<br />
if self.opts.memory and not cursormismatch() then<br />
if item then <br />
if not pstringt[df.global.ui_look_cursor] then <br />
pstringt[df.global.ui_look_cursor] = {str=finditemcreation(item.age), colour=getItemTextColour(item)}<br />
else <br />
pstringt[df.global.ui_look_cursor].str = finditemcreation(item.age)<br />
pstringt[df.global.ui_look_cursor].colour = getItemTextColour(item)<br />
end<br />
end<br />
for i,v in pairs(pstringt) do<br />
if v and v.str and math.floor(df.global.ui_look_cursor / (gps.dimy-9)) == math.floor(i/(gps.dimy-9)) then<br />
p:seek(0,(i)%(gps.dimy-9)):pen(v.colour):string(v.str)<br />
printd("Should have printed string ", v.str)<br />
end<br />
end<br />
else<br />
if item then p:seek(0,(df.global.ui_look_cursor)%(gps.dimy-9)):pen(getItemTextColour(item)):string(finditemcreation(item.age)) end<br />
end<br />
end<br />
end<br />
<br />
function Widget_itemage:render()<br />
if dwarfmonitor.monitor_state(self.opts.type) == false then<br />
return<br />
end<br />
self:update()<br />
local x, y = self:get_pos()<br />
local p = gui.Painter.new_xy(x, y, gps.dimx - 1, gps.dimy-y)<br />
self:render_body(p)<br />
end<br />
<br />
if item and not moduleMode then print(finditemcreation(item.age), "Item is " .. finditemage(item.age)) end<br />
</source></div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User:Fleeting_Frames&diff=257992
User:Fleeting Frames
2021-05-28T19:31:33Z
<p>Fleeting Frames: /* Things I've worked on */ itemage mentioned</p>
<hr />
<div>==Things I've worked on==<br />
<br />
Can be divided into scripts, forts and designs. <br />
<br />
===Minecarts===<br />
<br />
Both scripts and designs.<br />
<br />
====Repeaters====<br />
<br />
=====5-tile 4-cart bumper=====<br />
<br />
{{diagram|spaces=yes|\<br />
▲<br />
║ <br />
╚═▲<br />
}}<br />
Both ramps are impulse ramps and thus need walls.<br />
<br />
What to use it for? Well, if you plant four carts on it, you can get some of the most compact repeaters.<br/><br />
Furthermore, the length can be altered depending if you place carts newest to oldest or vice-versa (build order).<br />
<br />
For example, 1199 (1200 with swapping 2 carts): 18-4-14-50, or if you will Ginkgo-Featherwood-Custard-Apple-Bloodthorn minecarts for the smallest day-long counter I know of yet. (tested)<br />
<br />
A three-month example (for smoking sieges): 33-86-18-103 (Tested, newest to oldest from top to bottom: 1 side is 747 steps, other is 100053 steps.) <br />
<br />
With low friction track stop on 2nd tile: 31-134-33-196, 1. and 3. can be done with almond and mangrove. <br />
Tested, with build order from newest to oldest it took 100803 steps; with oldest to newest it took 100797 steps.<br />
<br />
<br />
I suspect this principle can be extended for smaller ones, perhaps possibly only 2-cart counter? Though with this there are both hundreds of possibilities and larger search space thanks to the generous 250000 subtile possibility space for exploring.<br />
<br />
<br />
For a month-long (33600) toggler, the schema has to be expanded, as cart needs to pass over plate in a single step: <br />
<br />
{{diagram|spaces=yes|\<br />
Track Ramps/Buildings<br />
╔▒╔═╗ ▲▒╔═S<br />
║╚═╔╝ ║▲═▲^<br />
╚╝═▒ ╚╝▲▒<br />
▒ ▒<br />
}}<br />
<br />
S= Medium friction track stop. <br />
<br />
Cart spends 29 steps in the secondary cycle, so it has to undershot a bit. <br />
Alas, it needs to come in with greater speed than what single ramp grants to stop near the bottommost ramp border; hence the small cycle and track stops. <br />
<br />
Tested, with cart weights 19-88-30-79 in top to bottom older to newer it is exactly 33600 per cycle. 19 = rubber, 30 = pomegranate, 79 can be theoretically any weight from 76 to 80 (included).<br />
<br />
As for priming the first hit, one can settle last 3 carts on tile edges by using ═▒▒instead of ╝═▒ at bottom at start, so the moment the weight 19 cart touches next cart it goes over. Then the weight 79 cart will take exactly ten steps on the three tiles before pressure plate after it is pushed over. Precise time for that can be arranged by utilizing deconstruct-toggled raised bridge holding it back. <br />
<br />
<br />
<br />
=====Weight-adjustable two-cart repeaters=====<br />
<br />
Idea is simple: A light cart delivers periodic impacts to heavy cart on a track stop, only moving a bit. Once the heavy cart goes over the tile, it does a small ring over a pressure plate and returns to start.<br />
<br />
Simplest example: <br />
<br />
{{diagram|spaces=yes|\<br />
╔═╗<br />
^▲S¢▼<br />
}}<br />
<br />
You'd open the hatch on start, place heavy cart on 'S'top and light cart on hatch. But the pit doesn't have to be just 2 ramps. Few useful options: <br />
<br />
{{diagram|spaces=yes|\<br />
╔╗<br />
▼╝<br />
¢<br />
}}<br />
<br />
NS ramps inside, the cart will deliver 4860 hits if the pit is dry or 4460 hits if filled with 2/7 water. Low impacts are useful for precision counting.<br />
<br />
Also, since the cart enters from the side, you can lengthen the time between impacts pretty easily without affecting output.<br />
<br />
{{diagram|spaces=yes|\<br />
═╚╗<br />
╔║╗<br />
}}<br />
<br />
Everything but northeast corner is ramp, total being being 301 step cycle delivering 29300 per hit. If you use NS ramp in center-north instead, it is 299 step cycle. <br />
<br />
{{diagram|spaces=yes|\<br />
Track Ramp<br />
▒═╗ ▒▲╗<br />
╗║═▒ S▲▲▒<br />
▒▒ ▒▒<br />
}}<br />
<br />
1z 24-step repeater in the east cycle with 9770 velocity westward impulse; good to use with medium track stop. The tricky bit is cart return though; as of now I don't have a suitable one (papaya hitting an olive cart that uses two T-ramps to send signal and return before papaya hits again has varying times from two days to much less.)<br />
Taking advantage of NW diagonal movement on bumped cart works for consistent cycle times, at least, but with using T-ramps to deliver impact and back via EW ramp onto corner it will alternate between going NW and going EW, which is harder to predict.<br />
<br />
<br />
=====1-cart 1200 (1 day) step repeater=====<br />
<br />
<br />
{{diagram|spaces=yes|\<br />
Tracks Ramps/Buildings<br />
▒▒╗╔▒▒ ▒▒▲▲▒▒<br />
▒║╝╚║▒ ▒▲╝╚▲▒<br />
▒═++═▒ ▒▲++▲▒<br />
▒║╗╝╚▒ ▒▲S╝▲▒<br />
▒▒╚═╚▒ ▒▒╚═▲▒<br />
<br />
}}<br />
The S is medium track stop. If you use NS track ramp in the SE corner and replace wall it leaned on with a minecart, it will be hit with 32620 westward and 19560 northward on every day. Alternatively, you could place pressure plate on the ╝ east of track stop - cart will pass over it in 1 step, so this will toggle a bridge.<br />
<br />
Of course, one could also easily rig 48 or 50-step repeater to 24/25 step counter, and possibly more compactly.<br />
<br />
=====Simple powerless ternary counter=====<br />
<br />
{{diagram|spaces=yes|\<br />
Track Ramps<br />
z1 <br />
<br />
╔╗ ╔╗▼<br />
╚¢╝ ╚¢╝<br />
▒ ▒<br />
z0<br />
▒▒ ▒▒<br />
▒╚╗ ▒▲▲<br />
╚▒ ▲▒<br />
}}<br />
<br />
Based on Larix's ternary counter and spin memory. 1 Cart sits on the hatch, other one in one of the topmost ╔╗╚ tiles. Each time hatch opens, the cart on it starts cycling through the lower 3 ramps. When the hatch closes, it goes over, bumps other cart over the hatch, and sits 1 tile before it - unless it is right before the hatch, where it comes to rest on the hatch. Pretty easy to add 2n tiles lengthening the topmost-left half for 5,7,9,etc. counter. To only add a single tile, one could theoretically use sideways ramp before a corner that sends a cart to the side to come to rest on one tile earlier if it comes to rest on the sideways ramp.<br />
<br />
Although I only listed the necessary walls to function, stray cats do not function inside while hatch is open.<br />
<br />
Relaying from a signal from this is a bit troublesome, though - one could link ╚ to a door and ╗ to a floodgate so that both are only open simultaneously for a time when one cart is keeping the door open, thus preventing it from closing before floodgate opens.<br />
<br />
====Searcher====<br />
<br />
HTML 5-tile 4 cart exhaustive searcher for above: https://pastebin.com/Yfik6tF2<br />
<br />
Outputs values equal and 1 lower (which happens if carts' build order is exactly aligned).<br />
<br />
Can only expect relative accuracy (exact or off-by-as-much-as-six, depending on build order) for inelastic collisions. Since carts, notably the corner cart, can have remaining slow speed, this means using carts whose weight ratio is more than 2. On the other hand, looking only them is much faster.<br />
<br />
===Configs===<br />
<br />
====Announcement Window====<br />
<br />
Lovely utility, but the defaults are not quite to my taste. <br />
<br />
[https://i.imgur.com/Y6jmqGx.png So here's a change].<br />
<br />
Setup: [[User:Fleeting_Frames/filterstxt|Filters.txt]] & [[User:Fleeting_Frames/filtersdat|Filters.dat]].<br />
<br />
<br />
===Scripts===<br />
<br />
=====Constructmultiz=====<br />
<br />
[[User:Fleeting_Frames/constructmultiz|An older lua script]] for helping placing irregularly-shaped constructions. Requires [http://www.bay12forums.com/smf/index.php?topic=167495.0 gui/indicator-screen], many changes could be made for improvements. [http://www.bay12forums.com/smf/index.php?topic=167598.0 Forum thread] has shots and details.<br />
<br />
=====Copystockpilelinks=====<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=167637 A lua script] that adds things in linked stockpile to minecart's desired items on linking.<br />
<br />
=====cposchange=====<br />
<br />
[[User:Fleeting_Frames/cposchange|cposchange]] is a .lua script to run while loo'k'ing at cart for repeater testing.<br />
<br />
With no arguments, it waits until cart moves off the tile, then pauses the game and tells you which cart moved.<br />
With ``cposchange flip`` it waits until the cart returns to the tile.<br />
<br />
=====UnsuspendSelectedBuilding=====<br />
<br />
[[User:Fleeting_Frames/UnsuspendSelectedBuilding|UnsuspendSelectedBuilding.lua]] is a script that applies the idea of autounsuspend to single building selected; <br />
<br />
giving an announcement on start, stop and completion; Intended to be used with keybinds such as ``keybinding add Alt-S@dwarfmode/QueryBuilding/Some UnsuspendSelectedBuilding``<br />
<br />
=====setwarning=====<br />
<br />
[[User:Fleeting_Frames/setwarning|setwarning.lua]] is a script for helping to save-scum migrants, caravans as well as catch other events (presently, gremlins and werebeasts, on account of not seeing any).<br />
<br />
As I play more than once a season, I set it to simply run once in ``onMapLoad.init``. <br />
<br />
====listexoticpreferences====<br />
<br />
[[User:Fleeting_Frames/listexoticpreferences|lep.lua]] goes well with above, listing the names of all units who likes a whip, morningstar, longsword, two-handed sword, pike or great axe, for the purpose of weaponsmithing moods.<br />
<br />
Usage is slightly eased by having a command like ``:lua dfhack.timeout(30, 'frames', function() if (#(dfhack.run_command_silent('lep'))<123) then dfhack.run_command('die') else print("Found mooddorf") df.global.pause_state = true end end)`` in ``onMapLoad.init``, where 123 would be number 1 greater than the current length of lep's output.<br />
<br />
====listobituary====<br />
<br />
[[User:Fleeting_Frames/listobituary|listobituary.lua]] - allows displaying and exporting csv of death dates. Requires gui/indicator-screen. [https://i.imgur.com/OffHH7j.png Example image made using csv].<br />
<br />
====assigndeathdate====<br />
<br />
[[User:Fleeting_Frames/assigndeathdate|assigndeathdate.lua]] - allows assigning butchered deathdate to a unit who doesn't have death record. Will crash on save.<br />
<br />
====order_takeout====<br />
<br />
Companion [[User:Fleeting_Frames/order_takeout|script]] to [http://www.bay12forums.com/smf/index.php?topic=171185.msg7839072#msg7839072 buy_food_needs]; allows ordering foods somebody wants to eat when diplomat asks what you want to order. (Doesn't work for ordering tree growths yet.)<br />
<br />
====selectSquads====<br />
<br />
A lua [[User:Fleeting_Frames/selectSquads|script]] to select individuals with metal weapon (or bolts, when passed R as parameter) in squad menu. Future changes tbc.<br />
<br />
===Bugfixing scripts===<br />
<br />
These scripts are intended to fix various bugs. To use these scripts save them as ``.lua`` files in ``hack/scripts/fix`` folder.<br />
<br />
=====fix/wheelbarrow-stuckinside=====<br />
<br />
[[User:Fleeting_Frames/wheelbarrow-stuckinside|wheelbarrow-stuckinside.lua]] is a script for solving {{Bug|6074}} (Wheelbarrows accumulate items from incomplete hauling jobs).<br />
<br />
Runs once, to use add this line of code to ``onMapLoad.init``: ``repeat -time 1 -timeUnits days -command [ fix/wheelbarrow-stuckinside ] -name wheelbarrowstuckinside``<br />
<br />
=====fix/pathchain=====<br />
<br />
[[User:Fleeting_Frames/pathchain|pathchain.lua]] is a script for solving {{Bug|10564}} (Pathing from chained or pitted animals causing lag and crashes).<br />
<br />
Runs once, to use add this line of code to ``onLoad.init``: ``repeat -time 1 -timeUnits days -command [ fix/pathchain ] -name pathchain``<br />
<br />
=====fix/militarygearclaims=====<br />
<br />
[[User:Fleeting_Frames/militarygearclaims|militarygearclaims.lua]] is a script for behaviour like {{Bug|2749}} or {{Bug|8833}}/{{Bug|9034}} or when their claim on a previously-unforbidden or now-inaccessible item persists (unknown nr). For player convenience, doesn't remove specific gear assignments even when forbidden.<br />
<br />
Military dwarves will go pick up their new gear whenever a new month comes, unless you prod them into changing active status earlier.<br />
<br />
Unlike above, has many options, including removing forbidden items from inventory as well as just text output or targeting one unit.<br />
<br />
Like above, it runs once, intended to use with ``repeat -time 1 -timeUnits days -command [ fix/militarygearclaims -textlessifempty ] -name militarygearclaims``. Or could also use months instead of days.<br />
<br />
<br />
===Dwarfmonitor extensions===<br />
<br />
These are scripts that can use patching dfhack-config/dwarfmonitor.json and /hack/lua/plugins/dwarfmonitor.lua. They're tested in 43.03 only at present, though should likely work in other versions.<br />
<br />
====zoomToStop====<br />
<br />
[[User:Fleeting_Frames/zoomToStop|zoomToStop.lua]] - A lua script to enable player to zoom to stop or cart of a hauling route.<br />
<br />
It provides for this commands, keybindings and automatically patching dwarfmonitor for small image reminder: [https://i.imgur.com/6EK5Sh7.png example screenshot].<br />
<br />
Possible arguments are (no arguments), cart, bind, unbind, patch.<br />
<br />
====itemage====<br />
<br />
[[User:Fleeting_Frames/itemage|itemage.lua]] is a script that does two things:<br />
<br />
1: Called with item selected or item id provided, it prints the item creation time and age.<br />
<br />
2. Patched into dwarfmonitor, it'll display the age of items in loo'k' menu view, with ages called as items are selected.<br />
<br />
Details of how to add inside link.<br />
<br />
===Script modifications===<br />
<br />
[[User:Fleeting_Frames/deathcause|deathcause.rb]] - lists death date for more units<br />
<br />
[[User:Fleeting_Frames/sort-units|units.lua]] - allows sorting units by death date for sort-units<br />
<br />
[[User:Fleeting_Frames/max-wave|max-wave.lua]] - limits migrant wave size, now with counting residents.<br />
<br />
[[User:Fleeting_Frames/librarian|librarian.lua]] - edited to convert int to bitfield so it can work in 43.03 (higher game versions should use [https://github.com/PatrikLundell/scripts/blob/own_scripts/librarian.lua PatrikLundell's original])<br />
<br />
[[User:Fleeting_Frames/buy_food_needs|buy_food_needs.lua]] - now also buys food in trade caravan whose products are preferred to eat by somebody, to cover things like wheat flour<br />
<br />
[[User:Fleeting_Frames/inject-raws|devel/inject-raws.lua]] - now also permits injecting colors.</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User:Fleeting_Frames/itemage&diff=257991
User:Fleeting Frames/itemage
2021-05-28T19:22:14Z
<p>Fleeting Frames: Initial writeup</p>
<hr />
<div>Tested in 43.03 only at present. Usage as console command requires only adding the bottom code chunk on this page into itemage.lua file as text, then selecting an item and typing itemage into console or typing itemage itemid into console (where itemid is number given by item's id). <br />
<br />
Usage as dwarfmonitor plugin needs these additional steps at present:<br />
<br />
1. Add the line<br />
<br />
<source lang="lua"><br />
pcall(function() Widget_itemage = dfhack.script_environment('itemage').Widget_itemage end)<br />
</source><br />
into /hack/lua/plugins/dwarfmonitor.lua on an empty line somewhere before the function load_config line near the end.<br />
2. Add <br />
<source lang="javascript"><br />
,{<br />
"memory": true,<br />
"type": "itemage",<br />
"x": -17,<br />
"y": 2<br />
}<br />
</source><br />
Into dfhack-config/dwarfmonitor.json after the last widget.<br />
<br />
Either way, you need the below in itemage.lua to have it work:<br />
<br />
<source lang="lua"><br />
--Prints the selected item age or provided age<br />
--Or provides a widget for dwarfmonitor<br />
<br />
--TODO toggle enable/disable on click while displaying<br />
<br />
--[[<br />
<br />
{<br />
"memory": false,<br />
"type": "itemage",<br />
"x": -17,<br />
"y": 2<br />
},<br />
<br />
]]<br />
<br />
base_colour = COLOR_CYAN<br />
dump_colour = COLOR_MAGENTA<br />
melt_colour = COLOR_RED<br />
TSK_bonus = 8<br />
<br />
local args = {...}<br />
local item = nil<br />
if #args>0 and type(args[1])=="Number" then <br />
item = df.item.find(args[1])<br />
else<br />
item = dfhack.gui.getSelectedItem(true)<br />
end<br />
<br />
if not moduleMode and not item then qerror("itemage.lua needs an item selected or provided by id!") end<br />
<br />
function finditemage(age)<br />
local result = ""<br />
if(age>40320) then<br />
result = result .. math.floor(age/40320) .. " years, " .. finditemage(age%40320)<br />
elseif(age>3360) then<br />
result = result .. math.floor(age/3360) .. " months, " .. finditemage(age%3360)<br />
else<br />
result = result .. math.floor(age/120) .. " days and " .. (12*(age%120)) .. " minutes old."<br />
end<br />
return result<br />
end<br />
<br />
function finditemcreation(age)<br />
local creationyear = df.global.cur_year - age/40320 + df.global.cur_year_tick/403200<br />
local creationmonth = (creationyear%1)*12<br />
local creationday = (creationmonth%1)*28<br />
local creationminute = (creationday%1)*1440<br />
return math.floor(creationyear) .. "y" .. math.floor(creationmonth+1) .. "m" .. math.floor(creationday+1) .. "d" .. math.floor(creationminute) .. "m"<br />
end<br />
<br />
<br />
local gps = df.global.gps<br />
local gui = require 'gui'<br />
local dwarfmonitor = require('plugins.dwarfmonitor')<br />
<br />
local debugverbose = false<br />
<br />
local function printd(...)<br />
if debugverbose then print(...) end<br />
end<br />
<br />
pstringt = {}<br />
local spos<br />
<br />
Widget_itemage = defclass(Widget_itemage, dwarfmonitor.Widget)<br />
<br />
function cursormismatch(update)<br />
printd("checking mismatch", update)<br />
if not spos then spos = copyall(df.global.cursor) end<br />
if not same_xyz(spos,df.global.cursor) then <br />
if update then spos = copyall(df.global.cursor) end<br />
return true<br />
end<br />
end<br />
<br />
EmptyTable = {str="", colour=0}<br />
<br />
function Widget_itemage:update()<br />
if (dfhack.gui.getCurFocus():match("dwarfmode/LookAround/Item")) then<br />
--used to be == Lookaround, meant it wasn't used on Lookaround/Item but also meant it didn't reset on brief look away<br />
printd("updating")<br />
if cursormismatch(true) then<br />
--local count = 0<br />
for i,v in pairs(pstringt) do<br />
pstringt[i].str=EmptyTable.str<br />
pstringt[i].colour=EmptyTable.colour<br />
--count = count+1 <br />
end <br />
--if count > 0 then pstringt = {} end<br />
end <br />
end<br />
end<br />
<br />
function Widget_itemage:get_width() return 16 end<br />
<br />
local function getItemTextColour(item)<br />
return ((item.flags.dump and dump_colour or (item.flags.melt and melt_colour or base_colour))+(item.flags.in_job and TSK_bonus or 0))<br />
end<br />
<br />
<br />
<br />
function Widget_itemage:render_body(p)<br />
if (dfhack.gui.getCurFocus():match("dwarfmode/LookAround/Item")) and df.global.enabler.mouse_lbut == 0 then<br />
item = dfhack.gui.getSelectedItem(true)<br />
printd("rendering body at ", self:get_pos())<br />
if item then printd("Found item ", item.id, " age is " .. finditemcreation(item.age), "colour is " .. getItemTextColour(item), "memory is ", self.opts.memory) end<br />
if self.opts.memory and not cursormismatch() then<br />
if item then <br />
if not pstringt[df.global.ui_look_cursor] then <br />
pstringt[df.global.ui_look_cursor] = {str=finditemcreation(item.age), colour=getItemTextColour(item)}<br />
else <br />
pstringt[df.global.ui_look_cursor].str = finditemcreation(item.age)<br />
pstringt[df.global.ui_look_cursor].colour = getItemTextColour(item)<br />
end<br />
end<br />
for i,v in pairs(pstringt) do<br />
if v and v.str and math.floor(df.global.ui_look_cursor / (gps.dimy-9)) == math.floor(i/(gps.dimy-9)) then<br />
p:seek(0,(i)%(gps.dimy-9)):pen(v.colour):string(v.str)<br />
printd("Should have printed string ", v.str)<br />
end<br />
end<br />
else<br />
if item then p:seek(0,(df.global.ui_look_cursor)%(gps.dimy-9)):pen(getItemTextColour(item)):string(finditemcreation(item.age)) end<br />
end<br />
end<br />
end<br />
<br />
function Widget_itemage:render()<br />
if dwarfmonitor.monitor_state(self.opts.type) == false then<br />
return<br />
end<br />
self:update()<br />
local x, y = self:get_pos()<br />
local p = gui.Painter.new_xy(x, y, gps.dimx - 1, gps.dimy-y)<br />
self:render_body(p)<br />
end<br />
<br />
if item and not moduleMode then print(finditemcreation(item.age), "Item is " .. finditemage(item.age)) end<br />
</source></div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Creature&diff=257872
Creature
2021-05-01T00:06:26Z
<p>Fleeting Frames: /* Animal people */ Bat men are size 35,050 instead of 70,000, going by arena.</p>
<hr />
<div>{{Quality|Masterwork|02:54, 1 May 2018 (UTC)}}<br />
{{av}}{{Category|Creatures}}<br />
{{updated for v0.42|link=http://dwarffortresswiki.org/index.php?title=DF2014:Creature&oldid=223659}}<br />
<br />
[[File:creatures_many.png|thumb|right|124px|Many creatures packed into one area.]]In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways. Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]].<br />
<br />
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]]. [[Vermin]] (e.g. [[fly|flies]], [[worm]]s) are also restricted.<br />
<br />
==Spawning==<br />
The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:<br />
*<tt>[FREQUENCY:X]</tt>: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. <br />
*<tt>[CLUSTER_NUMBER:X]</tt>: This determines ''how many'' creatures will appear at one time on a map.<br />
*<tt>[POPULATION_NUMBER:X]</tt>: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies depending on the map. For example, [[deer]] have a <tt>[POPULATION_NUMBER:15:30]</tt>, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.<br />
<br />
==Reading the Table==<br />
{{CreatureCurrent table head}}<br />
|}<br />
The above columns indicate, in order:<br />
<br />
'''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.<br />
<br />
'''Name:''' The name of the creature as it displays in-game.<br />
<br />
'''Playable:''' If "No", the creature is not playable in any modes. "Fort" indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). "Adv" indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.<br />
<br />
'''Hostile:''' If "Yes", then the creature will attack on sight, if "No" then the creature is either neutral, or friendly. [[Undead]] creatures are always hostile to living things.<br />
<br />
'''Food Source:''' If "Yes", then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.<br />
<br />
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. The creature's volume in cm<sup>3</sup>, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).<br />
<br />
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].<br />
<br />
'''Biome:''' Where the creature can be found.<br />
<br />
'''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].<br />
<br />
*Note: If you wish to view alternate ways of sorting creatures, such as sorting creatures by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]<br />
<br />
==Creatures==<br />
===Civilized===<br />
====Main races====<br />
<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Dwarf]]|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[dwarf fortress]]es, [[hillock]]s|note=Trading race}}<br />
{{CreatureCurrent table row|name=[[Elf]]|symbol=e|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}<br />
{{CreatureCurrent table row|name=[[Goblin]]|symbol=g|color=7:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers<sup>2</sup>}}<br />
{{CreatureCurrent table row|name=[[Human]]|symbol=U|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}<br />
{{CreatureCurrent table row|name=[[Kobold]]|symbol=k|color=6:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}<br />
|}<br />
:<small>1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.</small><br />
:<small>2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.</small><br />
<br />
====[[Animal people]]====<br />
'''Note: These creatures can form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.'''<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Amphibian man]]|symbol=a|color=6:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{CreatureCurrent table row|name=[[Antman]]|symbol=a|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=Variable<sup>2</sup>|value=Not tameable|biome=Underground|note=Four castes}}<br />
{{CreatureCurrent table row|name=[[Bat man]]|symbol=b|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{CreatureCurrent table row|name=[[Cave fish man]]|symbol=f|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{CreatureCurrent table row|name=[[Cave swallow man]]|symbol=s|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{CreatureCurrent table row|name=[[Olm man]]|symbol=o|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{CreatureCurrent table row|name=[[Reptile man]]|symbol=r|color=2:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{CreatureCurrent table row|name=[[Rodent man]]|symbol=r|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}<br />
{{CreatureCurrent table row|name=[[Serpent man]]|symbol=s|color=7:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}<br />
|}<br />
:<small>1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}</small><br />
:<small>2. Ant-men body sizes depend on their caste.</small><br />
<br />
====Domestic animals====<!--<br />
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans. Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].<br />
<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Alpaca]]|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{CreatureCurrent table row|name=<br />
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Cat]]|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}<br />
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}<br />
{{CreatureCurrent table row|name=[[Chicken]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}<br />
{{CreatureCurrent table row|name=[[Dog]]|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}<br />
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Donkey]]|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}<br />
{{CreatureCurrent table row|name=[[Goat]]|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}<br />
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{CreatureCurrent table row|name=[[Mule]]|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}<br />
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}<br />
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}<br />
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}<br />
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{CreatureCurrent table row|name=[[Wagon]]|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special "creature" - see [[wagon|article]]}}<br />
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}<br />
|}<br />
<br />
===Special===<br />
====Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=<br />
[[Bronze colossus]]|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}<br />
{{CreatureCurrent table row|name=[[Dragon]]|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}<br />
{{CreatureCurrent table row|name=[[Hydra]]|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}<br />
{{CreatureCurrent table row|name=[[Roc]]|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}<br />
|}<br />
<br />
====Semi-Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Cyclops]]|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}<br />
{{CreatureCurrent table row|name=[[Ettin]]|symbol=E|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}<br />
{{CreatureCurrent table row|name=[[Giant]]|symbol=G|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}<br />
{{CreatureCurrent table row|name=[[Minotaur]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}<br />
|}<br />
<br />
====Nonexistent====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--><br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Centaur]]|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{CreatureCurrent table row|name=[[Chimera]]|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{CreatureCurrent table row|name=[[Griffon]]|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
|}<br />
<br />
===Above Ground===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{CreatureCurrent table head|class="wikitable sortable"}}<br />
{{CreatureCurrent table row|name=[[Aardvark]]|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Aardvark man]]|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Adder]]|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Adder man]]|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}<br />
{{CreatureCurrent table row|name=[[Anaconda]]|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}<br />
{{CreatureCurrent table row|name=[[Anaconda man]]|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Anole]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=No|size=90|value=10|biome=Any tropical forest|note=Animal}}<br />
{{CreatureCurrent table row|name=[[Anole man]]|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Armadillo]]|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Armadillo man]]|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Aye-aye]]|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Aye-aye man]]|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Badger]]|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}<br />
{{CreatureCurrent table row|name=[[Badger man]]|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Bark scorpion man]]|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Barn owl]]|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Barn owl man]]|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}<br />
{{CreatureCurrent table row|name=[[Beetle man]]|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Bilou]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}<br />
{{CreatureCurrent table row|name=[[Black bear man]]|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Black mamba]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Black mamba man]]|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Black-crested gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Black-handed gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}<br />
{{CreatureCurrent table row|name=[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Bluejay man]]|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Bobcat]]|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Bobcat man]]|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Brown recluse spider man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Bushmaster]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Bushmaster man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Bushtit man]]|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}<br />
{{CreatureCurrent table row|name=[[Buzzard man]]|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} <br />
{{CreatureCurrent table row|name=[[Capuchin]]|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{CreatureCurrent table row|name=[[Capuchin man]]|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Capybara]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{CreatureCurrent table row|name=[[Capybara man]]|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cardinal man]]|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cassowary]]|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Cassowary man]]|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}<br />
{{CreatureCurrent table row|name=[[Chameleon man]]|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Cheetah man]]|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Chinchilla]]|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Chinchilla man]]|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Chipmunk man]]|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Coati]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Coati man]]|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cockatiel man]]|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Copperhead snake]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{CreatureCurrent table row|name=[[Copperhead snake man]]|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cougar]]|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Cougar man]]|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=Temperate grassland, temperate savanna|note=}}<br />
{{CreatureCurrent table row|name=[[Coyote]]|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Coyote man]]|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Crow man]]|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Dark gnome]]|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}<br />
{{CreatureCurrent table row|name=[[Deer]]|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Deer man]]|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Desert tortoise]]|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Desert tortoise man]]|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Dingo]]|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Dingo man]]|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Eagle]]|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Eagle man]]|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Echidna]]|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Echidna man]]|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Elephant man]]|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Elk man]]|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Emu]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Emu man]]|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Firefly man]]|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Fly man]]|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Flying squirrel man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}<br />
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Fox man]]|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Gazelle man]]|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Giant aardvark]]|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant adder]]|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant anaconda]]|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}<br />
{{CreatureCurrent table row|name=[[Giant anole]]|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant armadillo]]|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant aye-aye]]|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant badger]]|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant bark scorpion]]|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant barn owl]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant beetle]]|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant black bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant black mamba]]|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant bluejay]]|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{CreatureCurrent table row|name=[[Giant bobcat]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Giant brown recluse spider]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant bushmaster]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant bushtit]]|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant buzzard]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant capuchin]]|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{CreatureCurrent table row|name=[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{CreatureCurrent table row|name=[[Giant cardinal]]|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{CreatureCurrent table row|name=[[Giant cassowary]]|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant chameleon]]|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant chinchilla]]|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant chipmunk]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant coati]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant cockatiel]]|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant copperhead snake]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{CreatureCurrent table row|name=[[Giant cougar]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}<br />
{{CreatureCurrent table row|name=[[Giant coyote]]|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant crow]]|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant deer]]|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant desert scorpion]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]}}<br />
{{CreatureCurrent table row|name=[[Giant desert tortoise]]|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant dingo]]|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant eagle]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant echidna]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant elephant]]|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}<br />
{{CreatureCurrent table row|name=[[Giant elk]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{CreatureCurrent table row|name=[[Giant emu]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant firefly]]|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant fly]]|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant flying squirrel]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant fox]]|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant gazelle]]|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}<br />
{{CreatureCurrent table row|name=[[Giant gila monster]]|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant giraffe]]|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}<br />
{{CreatureCurrent table row|name=[[Giant grackle]]|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}<br />
{{CreatureCurrent table row|name=[[Giant grasshopper]]|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant gray langur]]|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant gray squirrel]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant great horned owl]]|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant grey parrot]]|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant grizzly bear]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant groundhog]]|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{CreatureCurrent table row|name=[[Giant hamster]]|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant hare]]|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant hedgehog]]|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant hippo]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{CreatureCurrent table row|name=[[Giant hoary marmot]]|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Giant honey badger]]|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant hornbill]]|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant hyena]]|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Giant ibex]]|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant iguana]]|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant impala]]|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant jackal]]|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant jumping spider]]|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant kakapo]]|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant kangaroo]]|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant kea]]|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant kestrel]]|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant king cobra]]|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant kingsnake]]|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant kiwi]]|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant koala]]|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant leopard gecko]]|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant lion tamarin]]|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant lizard]]|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant lorikeet]]|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant louse]]|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant lynx]]|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}<br />
{{CreatureCurrent table row|name=[[Giant magpie]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant mandrill]]|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant mantis]]|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant masked lovebird]]|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant monarch butterfly]]|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant mongoose]]|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant monitor lizard]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant moose]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant moth]]|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant mountain goat]]|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Giant muskox]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{CreatureCurrent table row|name=[[Giant ocelot]]|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Giant one-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant opossum]]|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant oriole]]|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant ostrich]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant pangolin]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant parakeet]]|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant peach-faced lovebird]]|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant peregrine falcon]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant polar bear]]|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}<br />
{{CreatureCurrent table row|name=[[Giant porcupine]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant python]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant raccoon]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant rattlesnake]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant raven]]|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant red panda]]|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant red squirrel]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant rhesus macaque]]|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}<br />
{{CreatureCurrent table row|name=[[Giant rhinoceros]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}<br />
{{CreatureCurrent table row|name=[[Giant roach]]|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant skink]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant skunk]]|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant sloth]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant sloth bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Giant slug]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant snail]]|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant snowy owl]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant spider monkey]]|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant stoat]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant tapir]]|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant thrips]]|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant tick]]|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant tortoise]]|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant tortoise man]]|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant two-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant vulture]]|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Giant warthog]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}<br />
{{CreatureCurrent table row|name=[[Giant weasel]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant white stork]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant wild boar]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant wolf]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}<br />
{{CreatureCurrent table row|name=[[Giant wolverine]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant wombat]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant wren]]|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Gigantic panda]]|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Gigantic tortoise]]|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Gila monster]]|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Gila monster man]]|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Giraffe man]]|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Grackle man]]|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland, temperate savanna|note=}}<br />
{{CreatureCurrent table row|name=[[Grasshopper man]]|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Gray gibbon]]|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Gray langur]]|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{CreatureCurrent table row|name=[[Gray langur man]]|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Gray squirrel man]]|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Great horned owl]]|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Great horned owl man]]|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Grey parrot]]|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Grey parrot man]]|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}<br />
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}<br />
{{CreatureCurrent table row|name=[[Grizzly bear man]]|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Groundhog man]]|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Hamster man]]|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Hare]]|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Hare man]]|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Harpy]]|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}<br />
{{CreatureCurrent table row|name=[[Hedgehog man]]|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Hoary marmot]]|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Hoary marmot man]]|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}<br />
{{CreatureCurrent table row|name=[[Honey badger man]]|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Hornbill]]|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Hornbill man]]|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}<br />
{{CreatureCurrent table row|name=[[Hyena]]|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Hyena man]]|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Ibex]]|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Ibex man]]|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}<br />
{{CreatureCurrent table row|name=[[Iguana]]|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Iguana man]]|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Impala]]|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Impala man]]|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Jackal]]|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Jackal man]]|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Jaguar man]]|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Jumping spider man]]|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Kakapo]]|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Kakapo man]]|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Kangaroo]]|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Kangaroo man]]|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Kea]]|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}<br />
{{CreatureCurrent table row|name=[[Kea man]]|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Kestrel]]|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Kestrel man]]|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[King cobra]]|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[King cobra man]]|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Kingsnake]]|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Kingsnake man]]|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Kiwi]]|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Kiwi man]]|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Koala]]|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Koala man]]|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Leopard]]|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Leopard man]]|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Leopard gecko man]]|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Lion]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Lion man]]|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Lion tamarin man]]|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Lizard man]]|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Lorikeet man]]|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Louse man]]|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Lynx]]|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}<br />
{{CreatureCurrent table row|name=[[Lynx man]]|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Magpie man]]|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Mandrill]]|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Mandrill man]]|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Mantis man]]|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Masked lovebird man]]|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Monarch butterfly man]]|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Mongoose]]|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Mongoose man]]|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Monitor lizard]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Monitor lizard man]]|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Moose man]]|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Moth man]]|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Mountain gnome]]|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}<br />
{{CreatureCurrent table row|name=[[Mountain goat]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}<br />
{{CreatureCurrent table row|name=[[Mountain goat man]]|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}<br />
{{CreatureCurrent table row|name=[[Muskox man]]|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}<br />
{{CreatureCurrent table row|name=[[Nightwing]]|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}<br />
{{CreatureCurrent table row|name=[[Ocelot]]|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{CreatureCurrent table row|name=[[Ocelot man]]|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Ogre]]|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{CreatureCurrent table row|name=[[One-humped camel man]]|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Opossum]]|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Opossum man]]|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Orangutan]]|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Oriole man]]|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Ostrich]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Ostrich man]]|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Panda]]|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Panda man]]|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Pangolin]]|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Pangolin man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Parakeet man]]|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Peach-faced lovebird man]]|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Peregrine falcon]]|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Peregrine falcon man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{CreatureCurrent table row|name=[[Pileated gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}<br />
{{CreatureCurrent table row|name=[[Polar bear man]]|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Porcupine]]|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Porcupine man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Python]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Python man]]|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{CreatureCurrent table row|name=[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}<br />
{{CreatureCurrent table row|name=[[Raccoon man]]|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Rat man]]|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Rattlesnake]]|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}<br />
{{CreatureCurrent table row|name=[[Rattlesnake man]]|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Raven]]|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Raven man]]|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Red panda]]|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Red panda man]]|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Red squirrel man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}<br />
{{CreatureCurrent table row|name=[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}<br />
{{CreatureCurrent table row|name=[[Rhesus macaque man]]|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Rhinoceros man]]|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Roach man]]|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Saltwater crocodile man]]|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}<br />
{{CreatureCurrent table row|name=[[Satyr]]|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}<br />
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{CreatureCurrent table row|name=[[Siamang]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Silvery gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Skink man]]|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Skunk]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Skunk man]]|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Sloth]]|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Sloth bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Sloth bear man]]|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Sloth man]]|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Slug man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Snail man]]|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Snowy owl]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Snowy owl man]]|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Sparrow man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Spider monkey]]|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Spider monkey man]]|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Stoat]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Stoat man]]|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Strangler]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}<br />
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Tapir]]|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Tapir man]]|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Thrips man]]|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Tick man]]|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Tiger]]|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Tiger man]]|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Toad man]]|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{CreatureCurrent table row|name=[[Two-humped camel man]]|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Vulture]]|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}<br />
{{CreatureCurrent table row|name=[[Vulture man]]|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Warthog]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Warthog man]]|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{CreatureCurrent table row|name=[[Weasel]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Weasel man]]|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[White stork]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[White stork man]]|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[White-browed gibbon]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[White-handed gibbon]]|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Wild boar]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Wild boar man]]|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}<br />
{{CreatureCurrent table row|name=[[Wolf man]]|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Wolverine]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Wolverine man]]|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Wombat]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Wombat man]]|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Worm man]]|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Wren man]]|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}<br />
|}<br />
<br />
===Subterranean===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Amethyst man]]|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}<br />
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Blood man]]|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}<br />
{{CreatureCurrent table row|name=[[Bugbat]]|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Cave blob]]|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Cave dragon]]|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Cave floater]]|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}<br />
{{CreatureCurrent table row|name=[[Creeping eye]]|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}<br />
{{CreatureCurrent table row|name=[[Crundle]]|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Draltha]]|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}<br />
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Fire imp]]|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}<br />
{{CreatureCurrent table row|name=[[Fire man]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}<br />
{{CreatureCurrent table row|name=[[Flesh ball]]|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}<br />
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}<br />
{{CreatureCurrent table row|name=[[Gabbro man]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}<br />
{{CreatureCurrent table row|name=[[Giant bat]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}<br />
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Giant cave toad]]|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Giant earthworm]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Giant mole]]|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{CreatureCurrent table row|name=[[Giant olm]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Giant rat]]|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Green devourer]]|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}<br />
{{CreatureCurrent table row|name=[[Helmet snake]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}<br />
{{CreatureCurrent table row|name=[[Hungry head]]|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}<br />
{{CreatureCurrent table row|name=[[Iron man]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}<br />
{{CreatureCurrent table row|name=[[Large rat]]|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}<br />
{{CreatureCurrent table row|name=[[Magma crab]]|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}<br />
{{CreatureCurrent table row|name=[[Magma man]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}<br />
{{CreatureCurrent table row|name=[[Manera]]|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}<br />
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Mud man]]|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}<br />
{{CreatureCurrent table row|name=[[Naked mole dog]]|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}<br />
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}<br />
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}<br />
{{CreatureCurrent table row|name=[[Rutherer]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}<br />
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}<br />
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}<br />
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}<br />
|}<br />
<br />
===Aquatic===<br />
Note: This does not include subterranean sea creatures.<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Albatross]]|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Albatross man]]|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}<br />
{{CreatureCurrent table row|name=[[Alligator man]]|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp, tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Alligator snapping turtle]]|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Axolotl man]]|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Basking shark]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Beaver]]|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Beaver man]]|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Blacktip reef shark]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Bull shark]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Buzzard man]]|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}<br />
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Coelacanth]]|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Common snapping turtle]]|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Crab]]|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Crab man]]|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Cuttlefish man]]|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Damselfly man]]|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Dragonfly man]]|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Elephant seal]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Elephant seal man]]|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Emperor penguin]]|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Fly man]]|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant albatross]]|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant alligator]]|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}<br />
{{CreatureCurrent table row|name=[[Giant axolotl]]|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{CreatureCurrent table row|name=[[Giant beaver]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant buzzard]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Giant crab]]|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant cuttlefish]]|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant damselfly]]|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant dragonfly]]|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant elephant seal]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant fly]]|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant grouper]]|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant harp seal]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant hippo]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}<br />
{{CreatureCurrent table row|name=[[Giant horseshoe crab]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant kestrel]]|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Giant leech]]|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}<br />
{{CreatureCurrent table row|name=[[Giant leopard seal]]|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant loon]]|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant mink]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant moon snail]]|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant narwhal]]|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant nautilus]]|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant octopus]]|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Giant orca]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant otter]]|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant penguin]]|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant platypus]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant pond turtle]]|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant puffin]]|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant red-winged blackbird]]|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Giant saltwater crocodile]]|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}<br />
{{CreatureCurrent table row|name=[[Giant snapping turtle]]|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Giant sperm whale]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant sponge]]|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Giant toad]]|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Giant walrus]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Gigantic squid]]|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}<br />
{{CreatureCurrent table row|name=[[Great barracuda]]|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Harp seal]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Harp seal man]]|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Harpy]]|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}<br />
{{CreatureCurrent table row|name=[[Hippo man]]|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Horseshoe crab]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Horseshoe crab man]]|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Kestrel]]|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}<br />
{{CreatureCurrent table row|name=[[Kestrel man]]|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Leech man]]|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Leopard seal]]|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Leopard seal man]]|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Little penguin]]|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|playable=No|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{CreatureCurrent table row|name=[[Loon]]|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Loon man]]|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Manta ray]]|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}<br />
{{CreatureCurrent table row|name=[[Mink]]|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Mink man]]|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Moon snail man]]|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Narwhal]]|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Narwhal man]]|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Nautilus man]]|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Nurse shark]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Octopus]]|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Octopus man]]|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Orca]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Orca man]]|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Otter man]]|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Penguin]]|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Penguin man]]|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Pike (fish)|Pike]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}<br />
{{CreatureCurrent table row|name=[[Platypus man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Pond turtle man]]|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Puffin]]|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Puffin man]]|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Red-winged blackbird man]]|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[River otter]]|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}<br />
{{CreatureCurrent table row|name=[[Saltwater crocodile man]]|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh, river|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}<br />
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Sea otter]]|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Snapping turtle man]]|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}<br />
{{CreatureCurrent table row|name=[[Sperm whale]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Sperm whale man]]|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Sponge]]|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{CreatureCurrent table row|name=[[Sponge man]]|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}<br />
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Squid man]]|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}<br />
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}<br />
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Tiger shark]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}<br />
{{CreatureCurrent table row|name=[[Toad man]]|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Walrus]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Walrus man]]|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}<br />
{{CreatureCurrent table row|name=[[Whale shark]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Whitetip reef shark]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
|}<br />
<br />
==Randomly Generated Creatures / Night Creatures==<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{minorspoiler}}<br />
<br />
===Procedurally generated===<br />
These creatures are procedurally generated and different for every savefile. Their raws may be extracted from the world.dat file in uncompressed save folders.<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Forgotten beast]]|symbol=Any|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}<br />
{{CreatureCurrent table row|name=[[Titan]]|symbol=Any|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}<br />
|}<br />
<br />
===Night creatures===<br />
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Undead|Animated dead]]|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note=See article for more information}}<br />
{{CreatureCurrent table row|name=[[Bogeyman]]|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes{{Version|0.47.01}}; All above-ground <sup>pre-</sup>{{Version|0.47.01}}|note=See article for more information}}<br />
{{CreatureCurrent table row|name=[[Experiment]]|symbol=Varies|color=7:0:1|food=No|playable=Adv<sup>1</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities<sup>1</sup>|note=New in [[Release_information/0.47.01|0.47.01]]. See article for more information}}<br />
{{CreatureCurrent table row|name=[[Ghost]]|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}<br />
{{CreatureCurrent table row|name=[[Infected ghoul]]|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tamable|biome=[[Tower (necromancy)|Tower]]s|note=New in [[Release_information/0.47.01|0.47.01]]. See article for more information}}<br />
{{CreatureCurrent table row|name=[[Intelligent undead]]|symbol=Ñ|color=3:0:1|food=No|playable=Adv<sup>2</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=New in [[Release_information/0.47.01|0.47.01]]. See article for more information}}<br />
{{CreatureCurrent table row|name=[[Mummy]]|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}<br />
{{CreatureCurrent table row|name=[[Necromancer]]|symbol=Ñ|color=5:0:1|food=No|playable=Adv<sup>3</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}<br />
{{CreatureCurrent table row|name=[[Night troll]]|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}<br />
{{CreatureCurrent table row|name=[[Nightmare]]|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=New in [[Release_information/0.47.01|0.47.01]]. See article for more information}} <br />
{{CreatureCurrent table row|name=[[Vampire]]|symbol=Ñ|color=4:0:0|food=No|playable=Adv<sup>4</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}<br />
{{CreatureCurrent table row|name=[[Werebeast]]|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=See article for more information}}<br />
|}<br />
:<small>1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.</small><br /><br />
:<small>2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].</small><br /><br />
:<small>3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.</small><br /><br />
:<small>4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.</small><br />
<br />
===Hidden Fun Stuff===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{spoiler}}<br />
<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Demon]]|symbol=&|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}<br />
{{CreatureCurrent table row|name=[[Angel]]|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}<br />
|}<br />
<br />
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]<br />
<br />
{{Translation<br />
| dwarven = mes<br />
| elvish = amu<br />
| goblin = los<br />
| human = mos<br />
}}<br />
{{Creatures}}<br />
{{Category|Creatures|0}}<br />
[[ru:Creature]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User_talk:Leonidas&diff=257845
User talk:Leonidas
2021-04-25T09:56:39Z
<p>Fleeting Frames: /* Book theft */ new section</p>
<hr />
<div>Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.<br><br />
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.<br />
* To let us know who you are, please sign your posts on discussion pages by typing <code><nowiki>--~~~~</nowiki></code> after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.<br />
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* Most importantly, [[Dwarf Fortress Wiki:Community Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.<br />
<div align=center><div style="width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center">''"You have been processed! Go forth, now, and edit!" --[[User:Savok|Savok]]''</div></div><br />
<br />
== Gabbro ==<br />
<br />
Exactly how were these gabbro grates configured such that they "vanished under the magma"? Were there any building destroyers (such as magma men or fire men from the magma sea) nearby? Were they linked to levers? --[[User:Quietust|Quietust]] 16:08, 26 September 2010 (UTC)<br />
<br />
== Book theft ==<br />
<br />
Any particular reason for removing your description on library page? --[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 09:56, 25 April 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Vampire&diff=257811
Vampire
2021-04-22T16:33:40Z
<p>Fleeting Frames: /* Creating vampires */ Making it clear that the instructions only work in .44.12 or older.</p>
<hr />
<div>{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
{{minorspoiler}}<br />
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}<br />
<br />
[[File:vampire_preview.jpg|thumb|200px|right|Prefers Type O-.]]'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their former [[deity|deities]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood or [[water]] contaminated by said vampire blood.<br />
<br />
==Description==<br />
{{Translation<br />
| term = blood sucker<br />
| dwarven = nazush-eb<br />
| elvish = cameda-pelese<br />
| goblin = ogom-oson<br />
| human = cadem-engo<br />
}}<br />
Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related to world size, population, and history, and it can be directly controlled with [[advanced world generation]]—a world generating with "{{tt|Number of Vampire Curse Types}}" set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshipper who desecrates their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning, and not already a werebeast or undead, can, theoretically, become a vampire, but most vampires will be [[human]] or dwarven. However, since [[civilization]]s can have members not of their founding race, the occasional vampiric [[goblin]], [[elf]] or even [[Animal people|animal person]] will also occur.<br />
<br />
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food]], do not need to breathe (and thus, cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm, fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully, they receive a large happiness boost.<br />
<br />
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus, all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s while they hide their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not-uncommon sight upon the thrones of certain ill-starred [[civilization]]s, which do not seem to wonder as to how their liege has been alive for so many centuries. Vampires are a type of undead, therefore, animated dead creatures will be docile towards them, as will nonplayer [[necromancer]]s—while they're undead, necromancers cannot control vampires, as they possess free will. Vampires are sterile, and therefore can't have [[children]].<br />
<br />
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshiping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power. {{verify}}<br />
<br />
None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)<br />
<br />
== Habits ==<br />
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampiric resident within the first few years - some may see two or more. Vampires arrive with a false name, hiding their true name and kill list until they are discovered. They act as any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: they do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, vampires will not claim rooms on their own{{verify}}), and own items. The most important difference is that sometimes ''(when? how often?)'', they drink the blood of dwarves or other creatures (if any tame animals somehow fall asleep - eg via a syndrome - vampires will drink their blood as willingly as they will that of a dwarf or other creature) that they catch sleeping. If a vampire is in the military and has current station orders, they may ignore them and search out a victim, still displaying 'station'.<br />
If a vampire is caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. If a vampire is killed, the corpse will bear the original name of the creature, rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.<br />
<br />
== Identification ==<br />
It might be smart to scan the [[thoughts and preferences]] screens of all incoming migrants before welcoming them to their new home, as a safety measure; it really ''sucks'' when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.<br />
<br />
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around: They were most likely fed upon, but survived. Dwarven [[corpse]]s being discovered "drained of blood" are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well and speedily, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.<br />
<br />
Once you suspect you have a vampire, you probably want to know ''who'' it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.<br />
<br />
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and "great" or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than normal dwarves; abnormally long lists of [[relationships|relations]], and often many, many children, none of whom are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.<br />
<br />
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they "have the appearance of somebody who is (x) years old," a very good indicator of a vampire in cases where they have too many children - or too many civilization associations - to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that "s/he could really use a drink," "s/he has not had a drink in far, far too long," or "can't even remember the last time s/he had some." This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the "took joy in slaughter lately" thought. It is also possible to find surface thoughts reacting "seeing [the victim] die" -- since normally the vampire is the only witness to their own murder, it's a strong signal.<br />
<br />
There are two "normal" ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently "watching" or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], with injured lungs they have no problem "breathing", nor will submerged vampires [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.<br />
<br />
Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires of other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf or human bone item is a vampire; having multiples of these items is a stronger indication.<br />
<br />
One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.<br />
<br />
Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.<br />
<br />
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. Vampires often still worship the god that cursed them with vampirism, so one of the deities of a vampire may have a "cursed the dwarf [vampire's true name] . . ." clause. Note that the level of worship of their deity by vampires is *always* 'dubious'. (Might be incorrect in 0.44) Deities also list historical figures which have begun worshiping them. If an already-cursed vampire comes to worship a new deity, they are flagged as such in the deity's history, with an "In the [season] of [year], [deity] received the worship of the [species] vampire [vampire's true name]" clause. Lacking both of these clauses from all of their deities seems to be a clear sign that the suspect is ''not'' a vampire. This non-bugged way of checking a vampire is linked to the "cheap" bugged way of checking of vampires, which is described in the final paragraph.<br />
<br />
Then there are the (in ''Dwarf Fortress'', inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue|statuary]] and [[engraving]]s, through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one ("Dwarf A") to "Dwarf A Vampire" when they are doing certain activities.<br />
<br />
There are a few "cheap" ways as well. [[Utilities#DFHack|DFHack]] has a special command, "cursecheck," which returns the count of cursed creatures on a tile, and will report vampires. Anyway, it shows only "true" vampire name, which you cant find at unit list, and you can just check one dwarf at a time, so good tactics is to start check from new mayor, traders, administrators and other social-based dwarves. You also can use "cursecheck nick" command at the moment, when there is no cursor on the screen (for example when you at {{K|U}}nit List screen), and after running at Unit list press {{K|v}}iew and then {{K|y}}customize to look at the nickname: if unit is vampire - such will be he's nickname. DF Hack manual says that set the type of curse as nickname does not always show up in-game, some vamps don’t like nicknames.<br />
Checking out a drained dwarf in [[legends]] mode will tell you that "In the year Z X was drained of all blood by Y."<br />
<br />
To see if a vampire was cursed by a deity that it worships, look under the <s>vampire's</s> dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: "In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]". Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after "needs alcohol to get through the working day").<br />
<br />
Finally, a suspected vampire will have an unusually large amount of kills, if you are using a utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills.<br />
<br />
== Defense ==<br />
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty, such as temporary imprisonment. If you want to get rid of them, you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using melting chambers (like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those, because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized, because even the ghosts of vampires will seek out your sleeping citizens and kill them.<br />
<br />
== Uses ==<br />
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarves to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.<br />
<br />
Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.<br />
<br />
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the "can't even remember the last time he/she had some" level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.<br />
<br />
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should they be assigned to the lever room. Of course, you could drop them some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply them with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment "delayed".<br />
<br />
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using them as a miner or easily trained into a legendary swimmer. A vampiric craftsdwarf may be burrow-limited to their workshop plus a stockpile, or a miner restricted to specific mining levels, avoiding any other miners. It will be safe if all of the miners have separate, assigned bedrooms.<br />
<br />
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time, which gives your medical team lots of experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.<br />
<br />
Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink{{verify}}, but it may be preferable to losing the fortress. However, do note that very long time without sucking blood heavily penalizes their skill rolls, leading to even legendary dwarves rarely to never producing masterworks.<br />
<br />
If you have no better idea, you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.<br />
<br />
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.<br />
<br />
== Unfortunate accidents ==<br />
Although keeping a single vampire in eternal [[solitary confinement]] can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them—they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].<br />
<br />
== Adventure mode ==<br />
=== Becoming a vampire ===<br />
There are three ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood (or simply attacking them, causing them to bleed and then drinking their blood off the floor), which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}} In some cases, drinking water that has been tainted with the vampire's blood will be more effective, much like drinking from a blood-tainted well.<br />
<br />
Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. <br />
<br />
{{New in|0.47.04}}<br />
Another, safer method is by toppling statues of your god/s in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.). If a statue unrelated to your religion is toppled, nothing will happen.<br />
<br />
The third way of acquiring the vampire curse is to find an altar with a suitable set of divination [[dice]] and roll it until the gods are enraged and curse you for your insolence. After receiving a message stating "Do not tempt fate.", another roll of the dice will transform you into either a werewolf or vampire. As above, the curse is random, and reloading will give you a different curse.<br />
<br />
=== Playing as a vampire ===<br />
You will be able to feed on other creatures by using {{k|e}} and choosing the "Feed" option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu, but their description will show them as extremely muscular. Physical attributes, such as endurance, are still able to increase after becoming a vampire.<br />
<br />
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. (The vampire ability to sense living creatures will satisfy your need to "See Animal" through walls.) Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue. Due to such conditions, it is relatively impossible to quench your thirst on any member of a civilization without antagonizing any of your companions - even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side, you just need to suck the blood of the first creature you find, and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone, weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive, and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief window of time to suck a sleeping person's blood.<br />
<br />
After becoming a vampire, you become invincible to zombies, since you're now an undead night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against [[bogeymen]] and [[night troll]]s, since you'll be quicker than both.<br />
<br />
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (As of 40.24, it seems companions actually do care, and this can cause a loyalty cascade, it doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampiric bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals such as [[dingo]]s is possible, but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry [[bronze colossus]]. <br />
<br />
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.<br />
<br />
=== Finding vampires ===<br />
There are several ways to find a vampire in adventure mode.<br />
<br />
* Asking local citizens (not nobles, hearthpersons or travelers) about "troubles" and "beasts" will usually point out the nearest ones first.<br />
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of "the dwarf vampire Urist McBloodsucker".<br />
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.<br />
<br />
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.<br />
<br />
Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPCs for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.<br />
<br />
=== Killing vampires ===<br />
Vampires in adventure mode that are in hiding always wield the basic knife common to all villagers and wear basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non-combat kills ''a la'' fortress mode vampires. In some cases the vampire may be accompanied by cultists who will assist the bloodsucker in combat.<br />
<br />
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead, just slice them up with something edged, so they rapidly bleed to death, try to decapitate them, or use wrestling to break their weapon arm and then finish them off at your leisure.<br />
<br />
Vampires attack anyone around them once exposed, so if you like you can allow them to begin attacking random civilians, and target them while they're busy, or even wait until the peasants weaken them.<br />
<br />
Note that even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.<br />
<br />
== Creating vampires{{version|0.44.12}} ==<br />
{{removed feature}}<br />
Key:<br />
<br />
F: floor<br />
W: wall<br />
B: bridge<br />
P: pit/pond zone<br />
S: statue (in a temple meeting zone)<br />
<br />
{{diagram|spaces=yes|\<br />
z0 ║z-1 ║z-2<br />
WWW ║WWW ║WWWWW<br />
WPW ║W W ║WFBSW<br />
WFW ║WWW ║WWWWW<br />
}}<br />
Using the vampire-maker©:<br />
<br />
1: Capture a [[building destroyer]], such as a [[troll]].<br />
<br />
2: Throw building destroyer into pit.<br />
<br />
3: Throw useless, weak animals or enemies down until the building destroyer gets a title from it.<br />
<br />
4: Open bridge.<br />
<br />
5: Let it destroy the statue. You now have a vampire! (or [[werebeast]].)<br />
<br />
(for z1, just make it so it can't get up)<br />
<br />
Note: This doesn't work in versions 47 and above, as those need the statue toppler to also worship the relevant god.<br />
<br />
== Modding ==<br />
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.<br />
<br />
== Bugs ==<br />
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}<br />
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}<br />
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}<br />
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}<br />
* Weapon kill lists identify vampires.{{bug|5635}}<br />
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}<br />
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}<br />
<br />
{| {{listboxformat|class=gamedata}}<br />
!colspan="2" style="border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell" | Example raws (as extracted from world.dat)<br />
|- style="text-align: left; display:table-cell; "<br />
| <div style="overflow:auto; max-width:800px"><span class="gamedata-content" style="font-family: monospace; font-size:1.25em; white-space:pre;"><br />
<br />
[INTERACTION:DEITY_CURSE_VAMPIRE_1]<br />
<br />
[GENERATED]<br />
<br />
[I_SOURCE:DEITY]<br />
[IS_USAGE_HINT:MAJOR_CURSE]<br />
[IS_HIST_STRING_1: cursed ]<br />
[IS_HIST_STRING_2: to prowl the night in search of blood]<br />
[IS_TRIGGER_STRING_SECOND:have]<br />
[IS_TRIGGER_STRING_THIRD:has]<br />
[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]<br />
<br />
[I_SOURCE:INGESTION]<br />
[IS_HIST_STRING_1: consumed the tainted blood of ]<br />
[IS_HIST_STRING_2: and was cursed]<br />
<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_REQUIRES:HAS_BLOOD]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_FORBIDDEN:SUPERNATURAL]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:VAMPCURSE]<br />
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]<br />
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]<br />
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]<br />
[CE:INTERACTION:DEITY_CURSE_VAMPIRE_1]<br />
[CE:SYNDROME_TAG:SYN_INGESTED]<br />
[CE:SYNDROME_TAG:SYN_INJECTED]<br />
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]<br />
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]<br />
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]<br />
<br />
|-<br />
|}<br />
<br />
{{Creatures}}<br />
{{category|humanoids}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[Ru:Vampire]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Student&diff=257631
Student
2021-03-29T02:47:40Z
<p>Fleeting Frames: Noted guildhall teaching, fort mode book reading.</p>
<hr />
<div>{{Quality|Fine|00:23, 18 May 2015 (UTC)}}<br />
{{av}}<br />
===Fortress Mode===<br />
Military dwarves watching demonstrations will gain '''Student''' experience in addition to gaining experience in [[combat skill]]s. Presumably, dwarves that are good students learn faster from these demonstrations. <br />
<br />
The dwarf leading the demonstration gains [[teacher]] experience, which also probably affects learning rate.<br />
<br />
Guildhall demonstrations similarly train Student skills slowly. Engineer Guildhall can also hold Studying Demonstrations, allowing a Proficient Teacher/Student to train unskilled dwarves to Proficient Student in six weeks.<br />
<br />
===Adventure Mode===<br />
The student skill can be raised slowly by reading certain books throughout the world. It seems books written by scholars (as opposed to necromancers) are the only ones that increase the student skill. It's currently unknown what effect (if any) a higher student skill has on gameplay in adventure mode.<br />
<br />
{{skills}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Engineer&diff=257630
Engineer
2021-03-29T02:30:24Z
<p>Fleeting Frames: Noted guildhall teaching.</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|00:45, 12 June 2010 (UTC)}}<br />
'''Engineer''' is a category profession. It contains skills relating to the construction and operation of [[Mechanism|mechanisms]] and [[Machine component|machinery]], including [[Siege engine|siege engines]].<br />
<br />
An adult [[Dwarf|dwarf]] whose best [[Skill|skill]] is in this category, and who has accumulated ranks in other engineering skills (exactly how much is not clear) will be known as an Engineer.<br />
<br />
Once he has achieved 'grand master' skill in one of these skills, but not in the others, he will be known by this skill.<br />
<br />
If a dwarf has [[Experience|experience]] in only one engineer skill he will be known by his or her highest skill.<br />
<br />
<br />
The engineering skills are:<br />
<br />
{{Skill Box|Engineer|4:1|4:1|<br />
* [[Mechanic]]<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
}}<br />
<br />
The [[optics engineer]]ing and [[fluid engineer]]ing skills don't count as engineering skills, but contribute to the Engineer title regardless and are taught in the respective guildhall alongside [[Student]] skill.<br />
<br />
<br />
<!--;See also:<br />
:* [[Main:Skill#Professions.2C_colors.2C_.26_skill_categories|Skill categories]]--><br />
{{Skills}}<br />
{{Category|Professions}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Guild&diff=257629
Guild
2021-03-29T02:28:30Z
<p>Fleeting Frames: Noted downside of placing second guildhall zone in same area.</p>
<hr />
<div>{{Quality|Superior|18:26, 12 April 2020 (UTC)}}<br />
{{av}}<br />
{{New in|0.47.01}}<br />
{{stub}}<br />
<br />
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper". <!-- Also observed: "The Autumnal Guild", a Ranger guild with a guildhall named "The Grove of Deer". --><br />
<br />
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.<br />
<br />
While a guild is unestablished, it can still hold public skill demonstrations for idlers. <br />
<br />
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.<br />
<br />
This is a list of guild halls that you can select when adding a new location (e.g. {{k|i}} -> set a zone -> {{k|m}} -> {{k|l}} -> {{k|a}} -> {{k|g}} -> choose a guild type -> {{k|enter}})<br />
{| {{prettytable}}<br />
|-<br />
|| [[Miner]] hall|| [[Woodworker]] hall|| [[Carpenter]] hall || [[Bowyer]] hall || [[Woodcutter]] hall || [[Stoneworker]] hall || [[Engraver]] hall<br />
|- <br />
|| [[Mason]] hall|| [[Ranger]] hall || [[Animal caretaker|Animal Caretaker]] hall || [[Hunter]] hall || [[Trapper]] hall || [[Animal dissector|Animal Dissector]] hall || [[Metalsmith]] hall<br />
|- <br />
|| [[Furnace operator|Furnace Operator]] hall|| [[Weaponsmith]] hall || [[Armorsmith|Armorer]] hall || [[Blacksmith]] hall || [[Metalcrafter]] hall || [[Jeweler]] hall || [[Gem cutter|Gem Cutter]] hall<br />
|- <br />
|| [[Gem setter|Gem Setter]] hall || [[Craftsdwarf]] hall || [[Woodcrafter]] hall || [[Stonecrafter]] hall || [[Leatherworker]] hall || [[Bone carver|Bone Carver]] hall || [[Weaver]] hall<br />
|- <br />
|| [[Clothier]] hall || [[Glassmaker]] hall || [[Potter]] hall || [[Glazer]] hall || [[Wax worker|Wax Worker]] hall || [[Strand extractor|Strand Extractor]] hall || [[Fishery worker|Fishery Worker]] hall <br />
|- <br />
|| [[Fisherdwarf]] hall || [[Fish dissector|Fish Dissector]] hall || [[Fish cleaner|Fish Cleaner]] hall || [[Farmer]] hall || [[Cheese maker|Cheese Maker]] hall || [[Milker]] hall || [[Cook]] hall <br />
|- <br />
|| [[Thresher]] hall || [[Miller]] hall || [[Butcher]] hall || [[Tanner]] hall || [[Dyer]] hall || [[Grower|Planter]] hall || [[Herbalist]] hall <br />
|- <br />
|| [[Brewer]] hall || [[Soaper|Soap Maker]] hall || [[Potash maker|Potash Maker]] hall || [[Lye maker|Lye Maker]] hall || [[Wood burner|Wood Burner]] hall || [[Shearer]] hall || [[Spinner]] hall <br />
|-<br />
|| [[Presser]] hall || [[Beekeeper]] hall || [[Engineer]] hall || [[Mechanic]] hall || [[Siege engineer|Siege Engineer]] hall || [[Siege operator|Siege Operator]] hall || [[Pump operator|Pump Operator]] hall<br />
|- <br />
|| [[Architect]] hall || [[Doctor]] hall ||[[Diagnostician|Diagnoser]] hall || [[Bone doctor|Bone Doctor]] hall || [[Suturer]] hall || [[Surgeon]] hall<br />
|}<br />
<br />
=Guilds in World Generation=<br />
<br />
Guilds are formed in world generation, by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for religious groups. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]]. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.<br />
<br />
{{D for Dwarf}}<br />
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.<br />
<br />
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.<br />
<br />
{{Category|Jobs}}<br />
[[ru:Guild]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&diff=257626
Advanced world generation
2021-03-29T02:11:20Z
<p>Fleeting Frames: /* Cavern Parameters */ Spoilering HFS like in rest of article.</p>
<hr />
<div>{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
<br />
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''<br />
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''<br />
<br />
When you want more control of what your world looks like, it's time for '''advanced world generation''': A detailed reference with advice is provided below. (This article assumes that you are already familiar with [[World generation|'''basic world generation''']]. If you are not, then please read about that first - the very high amount of extra options for a generated world can provide the player with a much more customized experience.)<br />
<br />
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:<br />
<br />
[[File:AdvancedWorldGen.png]]<br />
<br />
This screen is relatively intuitive, but some parts could use explanation.<br />
<br />
== Parameter sets ==<br />
<br />
The list of already-defined parameter sets is in the upper-right corner. You can select the current set that you want to work with using the up and down directional keys.<br />
<br />
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set, but note that this will not affect the name of the world that is generated.<br />
<br />
Parameter sets are stored in the <tt>data/init/world_gen.txt</tt> file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.<br />
<br />
The <tt>world_gen.txt</tt> file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.<br />
<br />
To get the parameters used to generate a world you are already playing, press {{K|ESC}} then choose export images; exporting any image will also create the world generation parameter file, for more information see this [http://www.bay12forums.com/smf/index.php?topic=101280.msg4512541#msg4512541 post]. <br />
<br />
The tokens used in <tt>world_gen.txt</tt> are at the bottom of each parameter description. Here's the one for the title.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TITLE: <name>]</nowiki></tt><br />
| <tt><nowiki>[TITLE:MEDIUM ISLAND]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
== World name ==<br />
<br />
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CUSTOM_NAME: <name>]</nowiki></tt><br />
| <tt><nowiki>[CUSTOM_NAME:Realm of Cheese Engravings]</nowiki></tt><br />
| For a random name, simply don't use this token.<br />
|}<br />
<br />
== World dimensions ==<br />
<br />
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.<br />
<br />
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.<br />
<br />
Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[DIM:<width>:<height>]</nowiki></tt><br />
| <tt><nowiki>[DIM:129:129]</nowiki></tt><br />
| Valid values are 17, 33, 65, 129, and 257. Others may not work.<br />
|}<br />
<br />
== Seed values ==<br />
<br />
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.<br />
<br />
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.<br />
<br />
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.<br />
<br />
In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.<br />
<br />
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot, for example, change the minimum and maximum rainfall and get the same world but drier or wetter, instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].<br />
<br />
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:<br />
<br />
* [DIM:X:X] <br />
* [ELEVATION:X:X:X:X]<br />
* [RAINFALL:X:X:X:X] <br />
* [TEMPERATURE:X:X:X:X]<br />
* [DRAINAGE:X:X:X:X]<br />
* [VOLCANISM:X:X:X:X]<br />
* [SAVAGERY:X:X:X:X]<br />
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]<br />
* [RAIN_FREQUENCY:X:X:X:X:X:X]<br />
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]<br />
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]<br />
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]<br />
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]<br />
* [PARTIAL_OCEAN_EDGE_MIN:X]<br />
* [COMPLETE_OCEAN_EDGE_MIN:X]<br />
* [HAVE_BOTTOM_LAYER_1:X]<br />
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}<br />
<br />
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.<br />
<br />
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.<br />
<br />
== Generating a world ==<br />
<br />
Unless you're using an already-defined parameter set, you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.<br />
<br />
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[world generation]].<br />
<br />
The phases of the world generation process are (this order is not completely correct):<br />
* Preparing elevation...<br />
* Setting temperature...<br />
* Running rivers...<br />
* Forming lakes and minerals...<br />
* Growing vegetation...<br />
* Verifying terrain...<br />
* Importing wildlife...<br />
* Recounting legends...<br />
* Placing civilizations...<br />
* Making cave civilizations...<br />
* Making cave pops...<br />
* Placing other beasts...<br />
* Placing megabeasts...<br />
* Placing good/evil...<br />
* Placing caves...<br />
* Prehistory generation<br />
* Finalizing civ mats...<br />
* Finalizing art...<br />
* Finalizing uniforms...<br />
* Finalizing sites...<br />
<br />
== World painter ==<br />
:''Main article: [[World painter]]<br />
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.<br />
<br />
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)<br />
<br />
== Editing the parameters init file ==<br />
<br />
Parameter sets are stored in the ''data/init/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.<br />
<br />
== Advanced parameters ==<br />
<br />
To access advanced parameters, press {{key|e}} when at the "Design New Worlds with Advanced Parameters" screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. <br />
<br />
See [[world token]] for an index that will help you look things up by token name.<br />
<br />
There are essentially 4 types of controls for the generation of the surface map;<br />
<br />
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. <br />
<br />
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. <br />
<br />
'''Rejection Parameters''': ''Dwarf Fortress'' has a belt-and-braces approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]<br />
<br />
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. <br />
<br />
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.<br />
<br />
<br />
=== Seed values ===<br />
<br />
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.<br />
<br />
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[SEED:31337]</nowiki></tt><br />
| rowspan="4" |<br />
For each of these not in the config file, a random seed will be used.<br />
|-<br />
| <tt><nowiki>[HISTORY_SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[HISTORY_SEED:31337]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[NAME_SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[NAME_SEED:31337]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[CREATURE_SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[CREATURE_SEED:31337]</nowiki></tt><br />
|}<br />
<br />
=== Embark Points ===<br />
<br />
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EMBARK_POINTS:<number>]</nowiki></tt><br />
| <tt><nowiki>[EMBARK_POINTS:1504]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== End year ===<br />
<br />
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.<br />
<br />
History is divided into "ages" which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more "Age of Legends", "Age of Heroes", etc.<br />
<br />
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[END_YEAR:<number>]</nowiki></tt><br />
| <tt><nowiki>[END_YEAR:1050]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== Population cap after civ creation ===<br />
<br />
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.<br />
<br />
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.<br />
<br />
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TOTAL_CIV_POPULATION:<number>]</nowiki></tt><br />
| <tt><nowiki>[TOTAL_CIV_POPULATION:15000]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== Site cap after civ creation ===<br />
<br />
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap. <br />
<br />
Note that this parameter controls only '''"civilization" sites''' like towns - other sites, such as lairs, will be added on to this maximum. After civilizations reach this cap, they will not spread out any more to place new cities.<br />
<br />
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.<br />
<br />
Beware, increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or other civs) sometimes overwhelming all other civs and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good and long history you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SITE_CAP:<number>]</nowiki></tt><br />
| <tt><nowiki>[SITE_CAP:1040]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== Beast control ===<br />
<br />
These parameters don't usually matter too much, but may matter for small numbers of beasts.<br />
<br />
==== Percentage of Megabeasts and Titans Dead for Stoppage ====<br />
<br />
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.<br />
<br />
If you want to end the creation of your world at the beginning of a certain age, choose the following values:<br />
* Age of Legends: ~34%<br />
* Age of Heroes: ~67%<br />
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.<br />
<br />
==== Year to Begin Checking Megabeast Percentage ====<br />
<br />
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.<br />
<br />
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[BEAST_END_YEAR:<year>:<percentage or -1>]</nowiki></tt><br />
| <tt><nowiki>[BEAST_END_YEAR:200:80]</nowiki></tt><br />
| Use -1 as percentage to disable. Year must still be at least 2.<br />
|}<br />
<br />
=== Cull Unimportant Historical Figures ===<br />
<br />
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the "unimportant" figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.<br />
<br />
Unimportant figures are creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed "an unknown creature at Eviltower in the year 102."<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CULL_HISTORICAL_FIGURES:<0 or 1>]</nowiki></tt><br />
| <tt><nowiki>[CULL_HISTORICAL_FIGURES:0]</nowiki></tt><br />
| 0 = No, 1 = Yes<br />
|}<br />
<br />
=== Reveal All Historical Events ===<br />
<br />
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[REVEAL_ALL_HISTORY:<0 or 1>]</nowiki></tt><br />
| <tt><nowiki>[REVEAL_ALL_HISTORY::1]</nowiki></tt><br />
| 0 = No, 1 = Yes<br />
|}<br />
<br />
=== Terrain Parameters ===<br />
<br />
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.<br />
<br />
==== Minima and Maxima ====<br />
<br />
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead. By ''subtly'' tweaking the min and max values, vastly different maps can be made.<br />
<br />
==== X and Y Variance ====<br />
<br />
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.<br />
<br />
Generally speaking, raising both of these values will create a more random "patchwork" of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.<br />
<br />
For "patchwork" worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.<br />
<br />
==== Elevation ====<br />
<br />
This controls the range of terrain elevations that can occur in the world.<br />
<br />
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.<br />
<br />
Raising the variance will result in a more bumpy, uneven landscape.<br />
<br />
Some biomes/features that are impacted by elevation:<br />
* A high minimum (above 99) means no oceans as they need elevations below 100.<br />
* A low maximum (below 300) means no mountains as mountains need elevations above 300.<br />
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.<br />
*Mountain peaks can only form in squares with an elevation of 400.<br />
<br />
==== Rainfall ====<br />
<br />
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects.<br />
<br />
Also makes more rivers appear on the world map.<br />
<br />
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.<br />
<br />
==== Temperature ====<br />
<br />
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.<br />
<br />
These parameters form the "base" temperature for an area, and describe peak summer temperature in degrees Celsius. This does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).<br />
<br />
==== Drainage ====<br />
<br />
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.<br />
<br />
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.<br />
<br />
==== Volcanism ====<br />
<br />
Volcanism controls the occurrence of igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.<br />
<br />
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a "Volcanism not evenly distributed" rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.<br />
<br />
==== Savagery ====<br />
<br />
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.<br />
<br />
==== Configuration Tokens ====<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt><br />
| Range: 0 to 400<br/>Maximum of 400 required for mountain peaks.<br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt><br />
| Range: 0 to 100 <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt><br />
| Range: -1000 to 1000 <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt><br />
| Range: 0 to 100 <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt><br />
| Range: 0 to 100<br/>Maximum of 100 required for volcanoes. <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt><br />
| Range: 0 to 100 <br/>Variance range: 0-3200<br />
|}<br />
<br />
=== Terrain Mesh Sizes and Weights ===<br />
<br />
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.<br />
<br />
The basic steps of applying weighted ranges are as follows:<br />
<br />
# Create a grid with 2<sup>''MeshSize'' - 1</sup> tiles in both X and Y direction.<br />
# Set the intersection points of the grid lines to a random value according to the weighted ranges.<br />
# Smooth out the area between the intersection points.<br />
# Add noise according to the variance parameters.<br />
<br />
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.<br />
<br />
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]<br />
<br />
==== Mesh Size ====<br />
<br />
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.<br />
<br />
==== Weighted Ranges ====<br />
<br />
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.<br />
<br />
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.<br />
<br />
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.<br />
<br />
==== Interaction between Mesh Size and Variance ====<br />
<br />
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.<br />
<br />
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.<br />
<br />
==== Configuration Tokens ====<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ELEVATION_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[ELEVATION_FREQUENCY:2:1:2:3:4:5]</nowiki></tt><br />
| rowspan="6" | Valid mesh values:<br />
<br />
1 = Ignore<br />
<br />
2 = 2x2<br />
<br />
3 = 4x4<br />
<br />
4 = 8x8<br />
<br />
5 = 16x16<br />
<br />
6 = 32x32<br />
<br />
(limited by world size) <br />
|-<br />
| <tt><nowiki>[RAIN_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[RAIN_FREQUENCY:3:1:2:3:4:5]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[DRAINAGE_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[DRAINAGE_FREQUENCY:4:1:2:3:4:5]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[TEMPERATURE_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[SAVAGERY_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[SAVAGERY_FREQUENCY:5:1:2:3:4:5]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[VOLCANISM_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANISM_FREQUENCY:1:1:1:1:1:1]</nowiki></tt><br />
|}<br />
<br />
=== Poles ===<br />
<br />
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[POLE:<placement>]</nowiki></tt><br />
| <tt><nowiki>[POLE:NORTH]</nowiki></tt><br />
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH<br />
|}<br />
<br />
=== Minimum Mountain Peak Number ===<br />
<br />
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.<br />
<br />
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to "do" anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PEAK_NUMBER_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[PEAK_NUMBER_MIN:20]</nowiki></tt><br />
| Elevations of 400 must occur for peaks to form.<br />
|}<br />
<br />
=== Minimum Partial Edge Oceans ===<br />
<br />
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PARTIAL_OCEAN_EDGE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[PARTIAL_OCEAN_EDGE_MIN:2]</nowiki></tt><br />
| Maximum of 4<br />
|}<br />
<br />
=== Minimum Complete Edge Oceans ===<br />
<br />
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.<br />
<br />
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}<br />
<br />
Given appropriate weight, range, and variance values for things like elevation, a setting of:<br />
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.<br />
*2 results in another coastline along with the first one. The map could end up looking something like Panama if the oceans pick opposite sides of the map.<br />
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.<br />
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.<br />
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.<br />
<br />
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[COMPLETE_OCEAN_EDGE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[COMPLETE_OCEAN_EDGE_MIN:0]</nowiki></tt><br />
| Maximum of 4<br />
|}<br />
<br />
=== Minimum Volcano Number ===<br />
<br />
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[VOLCANO_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANO_MIN:15]</nowiki></tt><br />
| Volcanoes require a volcanism of 100 to occur.<br />
|}<br />
<br />
=== Mineral Scarcity ===<br />
<br />
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.<br />
<br />
The options "Very Rare", "Rare", "Sparse", "Frequent", and "Everywhere" in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.<br />
<br />
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:<br />
<br />
[[File:MineralSetting_v25_limit10k.png]]<br />
<br />
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[MINERAL_SCARCITY:<number>]</nowiki></tt><br />
| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt><br />
| Range: 100 to 100,000<br />
<br />
|}<br />
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.<br />
<br />
=== Max Megabeast Caves ===<br />
<br />
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>]. <br />
<br />
Increasing this value can lead to early extinction of civilizations.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[MEGABEAST_CAP:<number>]</nowiki></tt><br />
| <tt><nowiki>[MEGABEAST_CAP:75]</nowiki></tt><br />
| Megabeasts count towards BEAST_END_YEAR calculation.<br />
|}<br />
<br />
=== Max Semi-Megabeast Caves ===<br />
<br />
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 <sup>data</sup>].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SEMIMEGABEAST_CAP:<number>]</nowiki></tt><br />
| <tt><nowiki>[SEMIMEGABEAST_CAP:150]</nowiki></tt><br />
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.<br />
|}<br />
<br />
=== Titan Parameters ===<br />
<br />
==== Number ====<br />
<br />
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 <sup>data</sup>]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 <sup>data</sup>].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TITAN_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[TITAN_NUMBER:33]</nowiki></tt><br />
| Titans count towards BEAST_END_YEAR calculation.<br />
|}<br />
<br />
==== Attack Population Requirement ====<br />
<br />
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.<br />
<br />
==== Exported Wealth Requirement ====<br />
<br />
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).<br />
<br />
==== Created Wealth Requirement ====<br />
<br />
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TITAN_ATTACK_TRIGGER:<population>:<exp wealth>:<created wealth>]</nowiki></tt><br />
| <tt><nowiki>[TITAN_ATTACK_TRIGGER:80:0:100000]</nowiki></tt><br />
| 0 = None (disabled). Only one requirement must be met for an attack.<br />
|}<br />
<br />
=== Number of Demon Types ===<br />
<br />
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but, unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[DEMON_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[DEMON_NUMBER:52]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Night Troll Types ===<br />
<br />
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[NIGHT_TROLL_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[NIGHT_TROLL_NUMBER:77]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Bogeyman Types ===<br />
<br />
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Vampire Curse Types ===<br />
<br />
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[VAMPIRE_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[VAMPIRE_NUMBER:72]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Werebeast Parameters ===<br />
<br />
==== Number ====<br />
<br />
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[WEREBEAST_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[WEREBEAST_NUMBER:58]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
==== Attack Population Requirement ====<br />
<br />
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.<br />
<br />
==== Exported Wealth Requirement ====<br />
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.<br />
<br />
==== Created Wealth Requirement ====<br />
<br />
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[WEREBEAST_ATTACK_TRIGGER:<population>:<exp wealth>:<created wealth>]</nowiki></tt><br />
| <tt><nowiki>[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]</nowiki></tt><br />
| 0 = None (disabled). Only one requirement must be met for an attack.<br />
|}<br />
<br />
=== Number of Secret Types ===<br />
<br />
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.<br />
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.<br />
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.<br />
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SECRET_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[SECRET_NUMBER:52]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Regional Interaction Types ===<br />
<br />
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:20]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Disturbance Interaction Types ===<br />
<br />
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:10]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Evil Cloud Types ===<br />
<br />
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EVIL_CLOUD_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[EVIL_CLOUD_NUMBER:45]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Evil Rain Types ===<br />
<br />
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EVIL_RAIN_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[EVIL_RAIN_NUMBER:352]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Generate Divine Materials ===<br />
<br />
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of vaults.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Desired Good/Evil Square Counts ===<br />
<br />
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).<br />
<br />
As used here, a "subregion" is a named world area. Subregion names and locations for a generated world are viewable in legends mode under "Regions". Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.<br />
<br />
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."<br />
<br />
Note that the "evilness" of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[GOOD_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt><br />
| <tt><nowiki>[GOOD_SQ_COUNTS:100:1000:2000]</nowiki></tt><br />
| rowspan="2" | Set count to zero to disable for that region size. <br />
|-<br />
| <tt><nowiki>[EVIL_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt><br />
| <tt><nowiki>[EVIL_SQ_COUNTS:100:1000:2000]</nowiki></tt><br />
|}<br />
<br />
=== Minimum Biome Square Counts ===<br />
<br />
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.<br />
<br />
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.<br />
<br />
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.<br />
<br />
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.<br />
<br />
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.<br />
<br />
==== Biome Type Requirement Table ====<br />
<br />
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan="2" | Biome<br />
! colspan="4" | Terrain Requirement<br />
|-<br />
! Elevation<br />
! Rainfall<br />
! Temperature<br />
! Drainage<br />
|-<br />
| Swamp/Marsh<br />
| 100-299<br />
| 33-100<br />
| Non-Freezing<br />
| 0-32<br />
|-<br />
| Desert/Badland<br />
| 100-299<br />
| 0-9<br />
| non-freezing<br />
| note<sup>1</sup><br />
|-<br />
| Forest<br />
| 100-299<br />
| 66-100<br />
| non-freezing<br />
| 66-100<br />
|-<br />
| Mountains<br />
| 300-400<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| Ocean<br />
| 0-99<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| Glacier<br />
| 100-299<br />
| N/A<br />
| Freezing<br />
| 80(?)-100<br />
|-<br />
| Tundra<br />
| 100-299<br />
| N/A<br />
| Freezing<br />
| 0-66<br />
|-<br />
| Grassland<br />
| 100-299<br />
| 0-66<br />
| Non-Freezing<br />
| 0-66<br />
|-<br />
| Hills<br />
| 100-299<br />
| 0-66<br />
| Non-Freezing<br />
| 66-100<br />
|}<br />
note<sup>1</sup> drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands<br />
<br />
==== Minimum Initial Square Count ====<br />
<br />
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''<br />
<br />
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.<br />
<br />
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for "slack".<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Map Size<br />
! Number of Squares<br />
|-<br />
| 17×17<br />
| 289<br />
|-<br />
| 33×33<br />
| 1089<br />
|-<br />
| 65×65<br />
| 4225<br />
|-<br />
| 129×129<br />
| 16614<br />
|-<br />
| 257×257<br />
| 66049<br />
|}<br />
<br />
==== Minimum Initial Region Count ====<br />
<br />
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.<br />
<br />
==== Minimum Final Region Count ====<br />
<br />
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:SWAMP:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:SWAMP:1032:7:6]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:DESERT:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:DESERT:1032:7:6]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:FOREST:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:FOREST:4128:13:12]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:MOUNTAINS:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:MOUNTAINS:8256:9:9]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:OCEAN:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:OCEAN:8256:7:6]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:GLACIER:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:GLACIER:0:0:0]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:TUNDRA:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:TUNDRA:0:0:0]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:GRASSLAND:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:GRASSLAND:8256:13:12]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:HILLS:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:HILLS:8256:13:12]</nowiki></tt><br />
|}<br />
<br />
=== Erosion Cycle Count ===<br />
<br />
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EROSION_CYCLE_COUNT:<number>]</nowiki></tt><br />
| <tt><nowiki>[EROSION_CYCLE_COUNT:250]</nowiki></tt><br />
| Range: 0 to 1000<br />
|}<br />
<br />
=== Minimum/Desired River Start Locations ===<br />
<br />
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.<br />
<br />
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[RIVER_MINS:<min pre-erosion>:<des post-erosion>]</nowiki></tt><br />
| <tt><nowiki>[RIVER_MINS:200:400]</nowiki></tt><br />
| Range: 0 to 800<br />
|}<br />
<br />
=== Periodically Erode Extreme Cliffs ===<br />
<br />
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the "Desired pre-erosion river count" to 0 for good erosion and no extra canyons.<br />
<br />
Normally this is set to Yes (1).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PERIODICALLY_ERODE_EXTREMES:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[PERIODICALLY_ERODE_EXTREMES:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Do Orographic Precipitation and Rain Shadows ===<br />
<br />
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}} The rain shadows will always be created as if the wind is blowing from west to east.<br />
<br />
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.<br />
<br />
This should be disabled if you're importing a map or using a preset map file that has weather. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[OROGRAPHIC_PRECIPITATION:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[OROGRAPHIC_PRECIPITATION:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Maximum Number of Subregions ===<br />
<br />
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.<br />
<br />
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.<br />
<br />
Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.<br />
<br />
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SUBREGION_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[SUBREGION_MAX:2750]</nowiki></tt><br />
| Range: 1 to 5000<br />
|}<br />
<br />
=== Cavern Parameters ===<br />
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.<br />
<br />
<br />
The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three. Setting it to lower values could help FPS.<br />
<br />
Setting it to 2 will merge cavern 3 species into 2nd cavern. Setting it to 1 will merge all into one cavern.<br />
<br />
'''Warning:'''<br />
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)<br />
<br />
*Setting caverns to sub-3 number (Spoiler, highlight to view) <span style='color:#f8f8f8;'>erases about third of HFS spires{{Bug|10267}} and prevents dig deep disasters.</span> Additionally, random plant or animal species can be more frequently absent.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_COUNT:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_COUNT:3]</nowiki></tt><br />
| Range: 0 to 3<br />
|}<br />
<br />
==== Cavern Layout Parameters ====<br />
<br />
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]<br />
<br />
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.<br />
<br />
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.<br />
<br />
<gallery widths=200 heights=200 perrow=2><br />
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100<br />
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0<br />
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100<br />
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50<br />
</gallery><br />
<br />
===== Layer Openness Min/Max =====<br />
<br />
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MIN:0]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 100<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MAX:100]</nowiki></tt><br />
|}<br />
<br />
===== Layer Passage Density Min/Max =====<br />
<br />
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.<br />
<br />
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 100 <br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]</nowiki></tt><br />
|}<br />
<br />
===== Layer Water min\max =====<br />
<br />
Determines how many caverns will have water at the bottom. Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.<br />
<br />
At 0, there will be no water in your caverns. This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MIN:0]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 100<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MAX:100]</nowiki></tt><br />
|}<br />
<br />
==== Magma Layer ====<br />
<br />
This parameter controls whether the [[magma sea]] exists.<br />
<br />
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
|-<br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_1:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_1:1]</nowiki></tt><br />
|}<br />
<br />
==== Bottom Layer ====<br />
<br />
Determines if the space below the magma sea exists. If Yes the "HFS" layer is always present. Normally you want to leave this set to Yes for maximum fun.<br />
<br />
If enabled, this will force the magma layer above it.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
|-<br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_2:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_2:1]</nowiki></tt><br />
|}<br />
<br />
=== Z Levels (Depth) Settings ===<br />
<br />
These parameters control the "thickness" of various "layers" on the map. Note that a "layer" in this case does not refer to one Z-level, but refers to a number of related Z-levels such as "levels above ground".<br />
<br />
The following table assumes that you have 3 cavern layers. The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).<br />
<br />
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable"<br />
|-style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;" width="120"|Setting Name<br />
!style="border:1px #AAA solid;padding:0.2em;" width="200"|Token<br />
!style="border:1px #AAA solid;padding:0.2em;"| Description<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Ground<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_GROUND:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| The number of Z-levels of air above the highest surface level.<br />Has no impact on how many Z-levels deep the surface layer is.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above layer 1<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more "solid" levels than this above the cavern.<br />
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_2:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_3:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 4<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_4:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between the very highest magma and the very bottom of the third cavern.<br />Spoiler Hidden (select invisible text to read): <span style='color:#eee;'>Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.</span><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_5:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.<br />Spoiler Hidden:<span style='color:#eee;'>Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels</span><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| At Bottom<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_AT_BOTTOM:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.<br />
|}<br />
<br />
Some implications:<br />
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).<br />
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.<br />
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.<br />
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.<br />
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.<br />
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.<br />
* Very large or small values can cause strange things to happen.<br />
<br />
=== Cave Parameters ===<br />
<br />
Caves are sort of like caverns, except that they have a passage to the surface, and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.<br />
<br />
==== Minimum/Maximum Natural Cave Size ====<br />
<br />
These parameters appear to control the length and depth of caves.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVE_MIN_SIZE:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVE_MIN_SIZE:5]</nowiki></tt><br />
| rowspan="2" | Range: 1 to 500<br />
|-<br />
| <tt><nowiki>[CAVE_MAX_SIZE:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVE_MAX_SIZE:25]</nowiki></tt><br />
|}<br />
<br />
==== Number of (Non-)Mountain Caves ====<br />
<br />
The number of caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not a [[lair]]. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[MOUNTAIN_CAVE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[MOUNTAIN_CAVE_MIN:100]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 800<br />
|-<br />
| <tt><nowiki>[NON_MOUNTAIN_CAVE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[NON_MOUNTAIN_CAVE_MIN:200]</nowiki></tt><br />
|}<br />
<br />
==== Make Caves Visible ====<br />
<br />
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ALL_CAVES_VISIBLE:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[ALL_CAVES_VISIBLE:0]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Allow Init Options to Show Tunnels ===<br />
<br />
This parameter doesn't do anything.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SHOW_EMBARK_TUNNEL:<0-2>]</nowiki></tt><br />
| <tt><nowiki>[SHOW_EMBARK_TUNNEL:2]</nowiki></tt><br />
| 0 = No<br/>1 = Only in Finder<br/>2 = Always<br />
|}<br />
<br />
=== Number of Civilizations ===<br />
<br />
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15 <sup>data</sup>]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15 <sup>data</sup>]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 <sup>data</sup>].<br />
<br />
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TOTAL_CIV_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[TOTAL_CIV_NUMBER:40]</nowiki></tt><br />
| Range: 0 to 300<br />
|}<br />
<br />
=== Playable Civilization Required ===<br />
<br />
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.<br />
<br />
If set to no, the result may be a world that cannot be played in Fortress Mode.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PLAYABLE_CIVILIZATION_REQUIRED:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[PLAYABLE_CIVILIZATION_REQUIRED:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Minimum Number of Mid/Low/High Characteristic Squares ===<br />
<br />
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. <br />
<br />
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ELEVATION_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[ELEVATION_RANGES:8256:16512:8256]</nowiki></tt><br />
| rowspan="5" | Minimum number of squares that must have low, medium, and high amounts of the given attribute.<br/><br />
0 = No minimum<br />
|-<br />
| <tt><nowiki>[RAIN_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[RAIN_RANGES:8256:16512:8256]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[DRAINAGE_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[DRAINAGE_RANGES:8256:16512:8256]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[SAVAGERY_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[SAVAGERY_RANGES:8256:16512:8256]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[VOLCANISM_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANISM_RANGES:8256:16512:8256]</nowiki></tt> <br />
|}<br />
<br />
==World rejection==<br />
<br />
:''Main article [[World rejection]]''<br />
<br />
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.<br />
<br />
== Default Worldgen Parameters ==<br />
<br />
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.<br />
<br />
== Parameter Set Examples ==<br />
<br />
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful. <br />
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.<br />
<br />
For many, many more examples see:<br />
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen "Cookbook" Thread]<br />
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen "Cookbook" Thread]<br />
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen "Cookbook" Thread]<br />
{{World}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&diff=257625
Advanced world generation
2021-03-29T02:05:53Z
<p>Fleeting Frames: /* Cavern Parameters */ Cavern layer numbers: 1 and 2. Bug 10267, dig deep disasters, merging upwards nature, species presence.</p>
<hr />
<div>{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
<br />
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''<br />
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''<br />
<br />
When you want more control of what your world looks like, it's time for '''advanced world generation''': A detailed reference with advice is provided below. (This article assumes that you are already familiar with [[World generation|'''basic world generation''']]. If you are not, then please read about that first - the very high amount of extra options for a generated world can provide the player with a much more customized experience.)<br />
<br />
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:<br />
<br />
[[File:AdvancedWorldGen.png]]<br />
<br />
This screen is relatively intuitive, but some parts could use explanation.<br />
<br />
== Parameter sets ==<br />
<br />
The list of already-defined parameter sets is in the upper-right corner. You can select the current set that you want to work with using the up and down directional keys.<br />
<br />
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set, but note that this will not affect the name of the world that is generated.<br />
<br />
Parameter sets are stored in the <tt>data/init/world_gen.txt</tt> file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.<br />
<br />
The <tt>world_gen.txt</tt> file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.<br />
<br />
To get the parameters used to generate a world you are already playing, press {{K|ESC}} then choose export images; exporting any image will also create the world generation parameter file, for more information see this [http://www.bay12forums.com/smf/index.php?topic=101280.msg4512541#msg4512541 post]. <br />
<br />
The tokens used in <tt>world_gen.txt</tt> are at the bottom of each parameter description. Here's the one for the title.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TITLE: <name>]</nowiki></tt><br />
| <tt><nowiki>[TITLE:MEDIUM ISLAND]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
== World name ==<br />
<br />
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CUSTOM_NAME: <name>]</nowiki></tt><br />
| <tt><nowiki>[CUSTOM_NAME:Realm of Cheese Engravings]</nowiki></tt><br />
| For a random name, simply don't use this token.<br />
|}<br />
<br />
== World dimensions ==<br />
<br />
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.<br />
<br />
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.<br />
<br />
Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[DIM:<width>:<height>]</nowiki></tt><br />
| <tt><nowiki>[DIM:129:129]</nowiki></tt><br />
| Valid values are 17, 33, 65, 129, and 257. Others may not work.<br />
|}<br />
<br />
== Seed values ==<br />
<br />
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.<br />
<br />
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.<br />
<br />
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.<br />
<br />
In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.<br />
<br />
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot, for example, change the minimum and maximum rainfall and get the same world but drier or wetter, instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].<br />
<br />
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:<br />
<br />
* [DIM:X:X] <br />
* [ELEVATION:X:X:X:X]<br />
* [RAINFALL:X:X:X:X] <br />
* [TEMPERATURE:X:X:X:X]<br />
* [DRAINAGE:X:X:X:X]<br />
* [VOLCANISM:X:X:X:X]<br />
* [SAVAGERY:X:X:X:X]<br />
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]<br />
* [RAIN_FREQUENCY:X:X:X:X:X:X]<br />
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]<br />
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]<br />
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]<br />
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]<br />
* [PARTIAL_OCEAN_EDGE_MIN:X]<br />
* [COMPLETE_OCEAN_EDGE_MIN:X]<br />
* [HAVE_BOTTOM_LAYER_1:X]<br />
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}<br />
<br />
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.<br />
<br />
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.<br />
<br />
== Generating a world ==<br />
<br />
Unless you're using an already-defined parameter set, you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.<br />
<br />
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[world generation]].<br />
<br />
The phases of the world generation process are (this order is not completely correct):<br />
* Preparing elevation...<br />
* Setting temperature...<br />
* Running rivers...<br />
* Forming lakes and minerals...<br />
* Growing vegetation...<br />
* Verifying terrain...<br />
* Importing wildlife...<br />
* Recounting legends...<br />
* Placing civilizations...<br />
* Making cave civilizations...<br />
* Making cave pops...<br />
* Placing other beasts...<br />
* Placing megabeasts...<br />
* Placing good/evil...<br />
* Placing caves...<br />
* Prehistory generation<br />
* Finalizing civ mats...<br />
* Finalizing art...<br />
* Finalizing uniforms...<br />
* Finalizing sites...<br />
<br />
== World painter ==<br />
:''Main article: [[World painter]]<br />
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.<br />
<br />
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)<br />
<br />
== Editing the parameters init file ==<br />
<br />
Parameter sets are stored in the ''data/init/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.<br />
<br />
== Advanced parameters ==<br />
<br />
To access advanced parameters, press {{key|e}} when at the "Design New Worlds with Advanced Parameters" screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. <br />
<br />
See [[world token]] for an index that will help you look things up by token name.<br />
<br />
There are essentially 4 types of controls for the generation of the surface map;<br />
<br />
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. <br />
<br />
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. <br />
<br />
'''Rejection Parameters''': ''Dwarf Fortress'' has a belt-and-braces approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]<br />
<br />
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. <br />
<br />
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.<br />
<br />
<br />
=== Seed values ===<br />
<br />
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.<br />
<br />
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[SEED:31337]</nowiki></tt><br />
| rowspan="4" |<br />
For each of these not in the config file, a random seed will be used.<br />
|-<br />
| <tt><nowiki>[HISTORY_SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[HISTORY_SEED:31337]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[NAME_SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[NAME_SEED:31337]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[CREATURE_SEED:<number>]</nowiki></tt><br />
| <tt><nowiki>[CREATURE_SEED:31337]</nowiki></tt><br />
|}<br />
<br />
=== Embark Points ===<br />
<br />
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EMBARK_POINTS:<number>]</nowiki></tt><br />
| <tt><nowiki>[EMBARK_POINTS:1504]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== End year ===<br />
<br />
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.<br />
<br />
History is divided into "ages" which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more "Age of Legends", "Age of Heroes", etc.<br />
<br />
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[END_YEAR:<number>]</nowiki></tt><br />
| <tt><nowiki>[END_YEAR:1050]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== Population cap after civ creation ===<br />
<br />
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.<br />
<br />
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.<br />
<br />
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TOTAL_CIV_POPULATION:<number>]</nowiki></tt><br />
| <tt><nowiki>[TOTAL_CIV_POPULATION:15000]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== Site cap after civ creation ===<br />
<br />
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap. <br />
<br />
Note that this parameter controls only '''"civilization" sites''' like towns - other sites, such as lairs, will be added on to this maximum. After civilizations reach this cap, they will not spread out any more to place new cities.<br />
<br />
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.<br />
<br />
Beware, increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or other civs) sometimes overwhelming all other civs and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good and long history you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SITE_CAP:<number>]</nowiki></tt><br />
| <tt><nowiki>[SITE_CAP:1040]</nowiki></tt><br />
| Required<br />
|}<br />
<br />
=== Beast control ===<br />
<br />
These parameters don't usually matter too much, but may matter for small numbers of beasts.<br />
<br />
==== Percentage of Megabeasts and Titans Dead for Stoppage ====<br />
<br />
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.<br />
<br />
If you want to end the creation of your world at the beginning of a certain age, choose the following values:<br />
* Age of Legends: ~34%<br />
* Age of Heroes: ~67%<br />
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.<br />
<br />
==== Year to Begin Checking Megabeast Percentage ====<br />
<br />
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.<br />
<br />
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[BEAST_END_YEAR:<year>:<percentage or -1>]</nowiki></tt><br />
| <tt><nowiki>[BEAST_END_YEAR:200:80]</nowiki></tt><br />
| Use -1 as percentage to disable. Year must still be at least 2.<br />
|}<br />
<br />
=== Cull Unimportant Historical Figures ===<br />
<br />
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the "unimportant" figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.<br />
<br />
Unimportant figures are creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed "an unknown creature at Eviltower in the year 102."<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CULL_HISTORICAL_FIGURES:<0 or 1>]</nowiki></tt><br />
| <tt><nowiki>[CULL_HISTORICAL_FIGURES:0]</nowiki></tt><br />
| 0 = No, 1 = Yes<br />
|}<br />
<br />
=== Reveal All Historical Events ===<br />
<br />
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[REVEAL_ALL_HISTORY:<0 or 1>]</nowiki></tt><br />
| <tt><nowiki>[REVEAL_ALL_HISTORY::1]</nowiki></tt><br />
| 0 = No, 1 = Yes<br />
|}<br />
<br />
=== Terrain Parameters ===<br />
<br />
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.<br />
<br />
==== Minima and Maxima ====<br />
<br />
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead. By ''subtly'' tweaking the min and max values, vastly different maps can be made.<br />
<br />
==== X and Y Variance ====<br />
<br />
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.<br />
<br />
Generally speaking, raising both of these values will create a more random "patchwork" of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.<br />
<br />
For "patchwork" worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.<br />
<br />
==== Elevation ====<br />
<br />
This controls the range of terrain elevations that can occur in the world.<br />
<br />
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.<br />
<br />
Raising the variance will result in a more bumpy, uneven landscape.<br />
<br />
Some biomes/features that are impacted by elevation:<br />
* A high minimum (above 99) means no oceans as they need elevations below 100.<br />
* A low maximum (below 300) means no mountains as mountains need elevations above 300.<br />
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.<br />
*Mountain peaks can only form in squares with an elevation of 400.<br />
<br />
==== Rainfall ====<br />
<br />
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects.<br />
<br />
Also makes more rivers appear on the world map.<br />
<br />
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.<br />
<br />
==== Temperature ====<br />
<br />
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.<br />
<br />
These parameters form the "base" temperature for an area, and describe peak summer temperature in degrees Celsius. This does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).<br />
<br />
==== Drainage ====<br />
<br />
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.<br />
<br />
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.<br />
<br />
==== Volcanism ====<br />
<br />
Volcanism controls the occurrence of igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.<br />
<br />
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a "Volcanism not evenly distributed" rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.<br />
<br />
==== Savagery ====<br />
<br />
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.<br />
<br />
==== Configuration Tokens ====<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt><br />
| Range: 0 to 400<br/>Maximum of 400 required for mountain peaks.<br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt><br />
| Range: 0 to 100 <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt><br />
| Range: -1000 to 1000 <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt><br />
| Range: 0 to 100 <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt><br />
| Range: 0 to 100<br/>Maximum of 100 required for volcanoes. <br/>Variance range: 0-3200<br />
|-<br />
| <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt><br />
| <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt><br />
| Range: 0 to 100 <br/>Variance range: 0-3200<br />
|}<br />
<br />
=== Terrain Mesh Sizes and Weights ===<br />
<br />
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.<br />
<br />
The basic steps of applying weighted ranges are as follows:<br />
<br />
# Create a grid with 2<sup>''MeshSize'' - 1</sup> tiles in both X and Y direction.<br />
# Set the intersection points of the grid lines to a random value according to the weighted ranges.<br />
# Smooth out the area between the intersection points.<br />
# Add noise according to the variance parameters.<br />
<br />
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.<br />
<br />
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]<br />
<br />
==== Mesh Size ====<br />
<br />
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.<br />
<br />
==== Weighted Ranges ====<br />
<br />
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.<br />
<br />
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.<br />
<br />
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.<br />
<br />
==== Interaction between Mesh Size and Variance ====<br />
<br />
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.<br />
<br />
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.<br />
<br />
==== Configuration Tokens ====<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ELEVATION_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[ELEVATION_FREQUENCY:2:1:2:3:4:5]</nowiki></tt><br />
| rowspan="6" | Valid mesh values:<br />
<br />
1 = Ignore<br />
<br />
2 = 2x2<br />
<br />
3 = 4x4<br />
<br />
4 = 8x8<br />
<br />
5 = 16x16<br />
<br />
6 = 32x32<br />
<br />
(limited by world size) <br />
|-<br />
| <tt><nowiki>[RAIN_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[RAIN_FREQUENCY:3:1:2:3:4:5]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[DRAINAGE_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[DRAINAGE_FREQUENCY:4:1:2:3:4:5]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[TEMPERATURE_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[SAVAGERY_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[SAVAGERY_FREQUENCY:5:1:2:3:4:5]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[VOLCANISM_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANISM_FREQUENCY:1:1:1:1:1:1]</nowiki></tt><br />
|}<br />
<br />
=== Poles ===<br />
<br />
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[POLE:<placement>]</nowiki></tt><br />
| <tt><nowiki>[POLE:NORTH]</nowiki></tt><br />
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH<br />
|}<br />
<br />
=== Minimum Mountain Peak Number ===<br />
<br />
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.<br />
<br />
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to "do" anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PEAK_NUMBER_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[PEAK_NUMBER_MIN:20]</nowiki></tt><br />
| Elevations of 400 must occur for peaks to form.<br />
|}<br />
<br />
=== Minimum Partial Edge Oceans ===<br />
<br />
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PARTIAL_OCEAN_EDGE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[PARTIAL_OCEAN_EDGE_MIN:2]</nowiki></tt><br />
| Maximum of 4<br />
|}<br />
<br />
=== Minimum Complete Edge Oceans ===<br />
<br />
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.<br />
<br />
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}<br />
<br />
Given appropriate weight, range, and variance values for things like elevation, a setting of:<br />
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe). If your edge ocean happens to pick your world's frozen side, most of it will be glacier.<br />
*2 results in another coastline along with the first one. The map could end up looking something like Panama if the oceans pick opposite sides of the map.<br />
*3 results in a peninsula, like Florida in the US. There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.<br />
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.<br />
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.<br />
<br />
Edge oceans will take up part of the other edges too. For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[COMPLETE_OCEAN_EDGE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[COMPLETE_OCEAN_EDGE_MIN:0]</nowiki></tt><br />
| Maximum of 4<br />
|}<br />
<br />
=== Minimum Volcano Number ===<br />
<br />
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[VOLCANO_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANO_MIN:15]</nowiki></tt><br />
| Volcanoes require a volcanism of 100 to occur.<br />
|}<br />
<br />
=== Mineral Scarcity ===<br />
<br />
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.<br />
<br />
The options "Very Rare", "Rare", "Sparse", "Frequent", and "Everywhere" in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.<br />
<br />
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:<br />
<br />
[[File:MineralSetting_v25_limit10k.png]]<br />
<br />
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[MINERAL_SCARCITY:<number>]</nowiki></tt><br />
| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt><br />
| Range: 100 to 100,000<br />
<br />
|}<br />
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.<br />
<br />
=== Max Megabeast Caves ===<br />
<br />
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>]. <br />
<br />
Increasing this value can lead to early extinction of civilizations.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[MEGABEAST_CAP:<number>]</nowiki></tt><br />
| <tt><nowiki>[MEGABEAST_CAP:75]</nowiki></tt><br />
| Megabeasts count towards BEAST_END_YEAR calculation.<br />
|}<br />
<br />
=== Max Semi-Megabeast Caves ===<br />
<br />
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 <sup>data</sup>].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SEMIMEGABEAST_CAP:<number>]</nowiki></tt><br />
| <tt><nowiki>[SEMIMEGABEAST_CAP:150]</nowiki></tt><br />
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.<br />
|}<br />
<br />
=== Titan Parameters ===<br />
<br />
==== Number ====<br />
<br />
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 <sup>data</sup>]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 <sup>data</sup>].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TITAN_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[TITAN_NUMBER:33]</nowiki></tt><br />
| Titans count towards BEAST_END_YEAR calculation.<br />
|}<br />
<br />
==== Attack Population Requirement ====<br />
<br />
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.<br />
<br />
==== Exported Wealth Requirement ====<br />
<br />
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).<br />
<br />
==== Created Wealth Requirement ====<br />
<br />
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TITAN_ATTACK_TRIGGER:<population>:<exp wealth>:<created wealth>]</nowiki></tt><br />
| <tt><nowiki>[TITAN_ATTACK_TRIGGER:80:0:100000]</nowiki></tt><br />
| 0 = None (disabled). Only one requirement must be met for an attack.<br />
|}<br />
<br />
=== Number of Demon Types ===<br />
<br />
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but, unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[DEMON_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[DEMON_NUMBER:52]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Night Troll Types ===<br />
<br />
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[NIGHT_TROLL_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[NIGHT_TROLL_NUMBER:77]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Bogeyman Types ===<br />
<br />
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Vampire Curse Types ===<br />
<br />
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[VAMPIRE_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[VAMPIRE_NUMBER:72]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Werebeast Parameters ===<br />
<br />
==== Number ====<br />
<br />
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[WEREBEAST_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[WEREBEAST_NUMBER:58]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
==== Attack Population Requirement ====<br />
<br />
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.<br />
<br />
==== Exported Wealth Requirement ====<br />
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.<br />
<br />
==== Created Wealth Requirement ====<br />
<br />
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[WEREBEAST_ATTACK_TRIGGER:<population>:<exp wealth>:<created wealth>]</nowiki></tt><br />
| <tt><nowiki>[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]</nowiki></tt><br />
| 0 = None (disabled). Only one requirement must be met for an attack.<br />
|}<br />
<br />
=== Number of Secret Types ===<br />
<br />
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.<br />
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.<br />
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.<br />
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SECRET_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[SECRET_NUMBER:52]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Regional Interaction Types ===<br />
<br />
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:20]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Disturbance Interaction Types ===<br />
<br />
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:10]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Evil Cloud Types ===<br />
<br />
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EVIL_CLOUD_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[EVIL_CLOUD_NUMBER:45]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Number of Evil Rain Types ===<br />
<br />
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EVIL_RAIN_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[EVIL_RAIN_NUMBER:352]</nowiki></tt><br />
| 0 to 1000<br />
|}<br />
<br />
=== Generate Divine Materials ===<br />
<br />
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of vaults.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Desired Good/Evil Square Counts ===<br />
<br />
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).<br />
<br />
As used here, a "subregion" is a named world area. Subregion names and locations for a generated world are viewable in legends mode under "Regions". Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.<br />
<br />
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."<br />
<br />
Note that the "evilness" of evil biomes is also impacted by savagery. Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes. Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[GOOD_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt><br />
| <tt><nowiki>[GOOD_SQ_COUNTS:100:1000:2000]</nowiki></tt><br />
| rowspan="2" | Set count to zero to disable for that region size. <br />
|-<br />
| <tt><nowiki>[EVIL_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt><br />
| <tt><nowiki>[EVIL_SQ_COUNTS:100:1000:2000]</nowiki></tt><br />
|}<br />
<br />
=== Minimum Biome Square Counts ===<br />
<br />
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.<br />
<br />
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.<br />
<br />
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.<br />
<br />
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.<br />
<br />
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.<br />
<br />
==== Biome Type Requirement Table ====<br />
<br />
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan="2" | Biome<br />
! colspan="4" | Terrain Requirement<br />
|-<br />
! Elevation<br />
! Rainfall<br />
! Temperature<br />
! Drainage<br />
|-<br />
| Swamp/Marsh<br />
| 100-299<br />
| 33-100<br />
| Non-Freezing<br />
| 0-32<br />
|-<br />
| Desert/Badland<br />
| 100-299<br />
| 0-9<br />
| non-freezing<br />
| note<sup>1</sup><br />
|-<br />
| Forest<br />
| 100-299<br />
| 66-100<br />
| non-freezing<br />
| 66-100<br />
|-<br />
| Mountains<br />
| 300-400<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| Ocean<br />
| 0-99<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| Glacier<br />
| 100-299<br />
| N/A<br />
| Freezing<br />
| 80(?)-100<br />
|-<br />
| Tundra<br />
| 100-299<br />
| N/A<br />
| Freezing<br />
| 0-66<br />
|-<br />
| Grassland<br />
| 100-299<br />
| 0-66<br />
| Non-Freezing<br />
| 0-66<br />
|-<br />
| Hills<br />
| 100-299<br />
| 0-66<br />
| Non-Freezing<br />
| 66-100<br />
|}<br />
note<sup>1</sup> drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands<br />
<br />
==== Minimum Initial Square Count ====<br />
<br />
'''Note: The exclusive purpose of these parameters is to cause world rejection.'''<br />
<br />
This is the minimum number of squares of the given biome that must exist before things like erosion take place. One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.<br />
<br />
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for "slack".<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Map Size<br />
! Number of Squares<br />
|-<br />
| 17×17<br />
| 289<br />
|-<br />
| 33×33<br />
| 1089<br />
|-<br />
| 65×65<br />
| 4225<br />
|-<br />
| 129×129<br />
| 16614<br />
|-<br />
| 257×257<br />
| 66049<br />
|}<br />
<br />
==== Minimum Initial Region Count ====<br />
<br />
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.<br />
<br />
==== Minimum Final Region Count ====<br />
<br />
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:SWAMP:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:SWAMP:1032:7:6]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:DESERT:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:DESERT:1032:7:6]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:FOREST:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:FOREST:4128:13:12]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:MOUNTAINS:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:MOUNTAINS:8256:9:9]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:OCEAN:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:OCEAN:8256:7:6]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:GLACIER:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:GLACIER:0:0:0]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:TUNDRA:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:TUNDRA:0:0:0]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:GRASSLAND:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:GRASSLAND:8256:13:12]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[REGION_COUNTS:HILLS:<init sq>:<init rg>:<final rg>]</nowiki></tt><br />
| <tt><nowiki>[REGION_COUNTS:HILLS:8256:13:12]</nowiki></tt><br />
|}<br />
<br />
=== Erosion Cycle Count ===<br />
<br />
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[EROSION_CYCLE_COUNT:<number>]</nowiki></tt><br />
| <tt><nowiki>[EROSION_CYCLE_COUNT:250]</nowiki></tt><br />
| Range: 0 to 1000<br />
|}<br />
<br />
=== Minimum/Desired River Start Locations ===<br />
<br />
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.<br />
<br />
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[RIVER_MINS:<min pre-erosion>:<des post-erosion>]</nowiki></tt><br />
| <tt><nowiki>[RIVER_MINS:200:400]</nowiki></tt><br />
| Range: 0 to 800<br />
|}<br />
<br />
=== Periodically Erode Extreme Cliffs ===<br />
<br />
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the "Desired pre-erosion river count" to 0 for good erosion and no extra canyons.<br />
<br />
Normally this is set to Yes (1).<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PERIODICALLY_ERODE_EXTREMES:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[PERIODICALLY_ERODE_EXTREMES:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Do Orographic Precipitation and Rain Shadows ===<br />
<br />
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}} The rain shadows will always be created as if the wind is blowing from west to east.<br />
<br />
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.<br />
<br />
This should be disabled if you're importing a map or using a preset map file that has weather. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[OROGRAPHIC_PRECIPITATION:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[OROGRAPHIC_PRECIPITATION:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Maximum Number of Subregions ===<br />
<br />
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.<br />
<br />
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.<br />
<br />
Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.<br />
<br />
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SUBREGION_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[SUBREGION_MAX:2750]</nowiki></tt><br />
| Range: 1 to 5000<br />
|}<br />
<br />
=== Cavern Parameters ===<br />
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.<br />
<br />
<br />
The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer. Defaults to three. Setting it to lower values could help FPS.<br />
<br />
Setting it to 2 will merge cavern 3 species into 2nd cavern. Setting it to 1 will merge all into one cavern.<br />
<br />
'''Warning:'''<br />
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)<br />
<br />
*Setting caverns to sub-3 number erases about third of adamantine spires{{Bug|10267}} and prevents dig deep disasters. Additionally, random plant or animal species can be more frequently absent.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_COUNT:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_COUNT:3]</nowiki></tt><br />
| Range: 0 to 3<br />
|}<br />
<br />
==== Cavern Layout Parameters ====<br />
<br />
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]<br />
<br />
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.<br />
<br />
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.<br />
<br />
<gallery widths=200 heights=200 perrow=2><br />
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100<br />
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0<br />
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100<br />
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50<br />
</gallery><br />
<br />
===== Layer Openness Min/Max =====<br />
<br />
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MIN:0]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 100<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_OPENNESS_MAX:100]</nowiki></tt><br />
|}<br />
<br />
===== Layer Passage Density Min/Max =====<br />
<br />
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.<br />
<br />
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 100 <br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]</nowiki></tt><br />
|}<br />
<br />
===== Layer Water min\max =====<br />
<br />
Determines how many caverns will have water at the bottom. Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.<br />
<br />
At 0, there will be no water in your caverns. This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MIN:0]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 100<br />
|-<br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MAX:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVERN_LAYER_WATER_MAX:100]</nowiki></tt><br />
|}<br />
<br />
==== Magma Layer ====<br />
<br />
This parameter controls whether the [[magma sea]] exists.<br />
<br />
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
|-<br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_1:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_1:1]</nowiki></tt><br />
|}<br />
<br />
==== Bottom Layer ====<br />
<br />
Determines if the space below the magma sea exists. If Yes the "HFS" layer is always present. Normally you want to leave this set to Yes for maximum fun.<br />
<br />
If enabled, this will force the magma layer above it.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
|-<br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_2:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[HAVE_BOTTOM_LAYER_2:1]</nowiki></tt><br />
|}<br />
<br />
=== Z Levels (Depth) Settings ===<br />
<br />
These parameters control the "thickness" of various "layers" on the map. Note that a "layer" in this case does not refer to one Z-level, but refers to a number of related Z-levels such as "levels above ground".<br />
<br />
The following table assumes that you have 3 cavern layers. The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).<br />
<br />
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable"<br />
|-style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;" width="120"|Setting Name<br />
!style="border:1px #AAA solid;padding:0.2em;" width="200"|Token<br />
!style="border:1px #AAA solid;padding:0.2em;"| Description<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Ground<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_GROUND:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| The number of Z-levels of air above the highest surface level.<br />Has no impact on how many Z-levels deep the surface layer is.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above layer 1<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more "solid" levels than this above the cavern.<br />
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_2:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_3:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 4<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_4:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between the very highest magma and the very bottom of the third cavern.<br />Spoiler Hidden (select invisible text to read): <span style='color:#eee;'>Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.</span><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_5:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.<br />Spoiler Hidden:<span style='color:#eee;'>Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels</span><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| At Bottom<br />
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_AT_BOTTOM:<number>]</nowiki><br />
|style="border:1px #AAA solid;padding:0.2em;"| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.<br />
|}<br />
<br />
Some implications:<br />
* The number of surface layers (e.g. soil), at this time, cannot be controlled. For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).<br />
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.<br />
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.<br />
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave. Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.<br />
* Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.<br />
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas. That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels). Also can happen to the semi-molten layer, and can lead to unexpected behavior.<br />
* Very large or small values can cause strange things to happen.<br />
<br />
=== Cave Parameters ===<br />
<br />
Caves are sort of like caverns, except that they have a passage to the surface, and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.<br />
<br />
==== Minimum/Maximum Natural Cave Size ====<br />
<br />
These parameters appear to control the length and depth of caves.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[CAVE_MIN_SIZE:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVE_MIN_SIZE:5]</nowiki></tt><br />
| rowspan="2" | Range: 1 to 500<br />
|-<br />
| <tt><nowiki>[CAVE_MAX_SIZE:<number>]</nowiki></tt><br />
| <tt><nowiki>[CAVE_MAX_SIZE:25]</nowiki></tt><br />
|}<br />
<br />
==== Number of (Non-)Mountain Caves ====<br />
<br />
The number of caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing. Special note: a cave is not a [[lair]]. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[MOUNTAIN_CAVE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[MOUNTAIN_CAVE_MIN:100]</nowiki></tt><br />
| rowspan="2" | Range: 0 to 800<br />
|-<br />
| <tt><nowiki>[NON_MOUNTAIN_CAVE_MIN:<number>]</nowiki></tt><br />
| <tt><nowiki>[NON_MOUNTAIN_CAVE_MIN:200]</nowiki></tt><br />
|}<br />
<br />
==== Make Caves Visible ====<br />
<br />
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ALL_CAVES_VISIBLE:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[ALL_CAVES_VISIBLE:0]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Allow Init Options to Show Tunnels ===<br />
<br />
This parameter doesn't do anything.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[SHOW_EMBARK_TUNNEL:<0-2>]</nowiki></tt><br />
| <tt><nowiki>[SHOW_EMBARK_TUNNEL:2]</nowiki></tt><br />
| 0 = No<br/>1 = Only in Finder<br/>2 = Always<br />
|}<br />
<br />
=== Number of Civilizations ===<br />
<br />
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15 <sup>data</sup>]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15 <sup>data</sup>]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 <sup>data</sup>].<br />
<br />
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[TOTAL_CIV_NUMBER:<number>]</nowiki></tt><br />
| <tt><nowiki>[TOTAL_CIV_NUMBER:40]</nowiki></tt><br />
| Range: 0 to 300<br />
|}<br />
<br />
=== Playable Civilization Required ===<br />
<br />
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.<br />
<br />
If set to no, the result may be a world that cannot be played in Fortress Mode.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[PLAYABLE_CIVILIZATION_REQUIRED:<1 or 0>]</nowiki></tt><br />
| <tt><nowiki>[PLAYABLE_CIVILIZATION_REQUIRED:1]</nowiki></tt><br />
| 1/0 = Yes/No<br />
|}<br />
<br />
=== Minimum Number of Mid/Low/High Characteristic Squares ===<br />
<br />
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. <br />
<br />
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Token<br />
! Example<br />
! Notes<br />
|-<br />
| <tt><nowiki>[ELEVATION_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[ELEVATION_RANGES:8256:16512:8256]</nowiki></tt><br />
| rowspan="5" | Minimum number of squares that must have low, medium, and high amounts of the given attribute.<br/><br />
0 = No minimum<br />
|-<br />
| <tt><nowiki>[RAIN_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[RAIN_RANGES:8256:16512:8256]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[DRAINAGE_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[DRAINAGE_RANGES:8256:16512:8256]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[SAVAGERY_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[SAVAGERY_RANGES:8256:16512:8256]</nowiki></tt><br />
|-<br />
| <tt><nowiki>[VOLCANISM_RANGES:<low sq>:<mid sq>:<high sq>]</nowiki></tt><br />
| <tt><nowiki>[VOLCANISM_RANGES:8256:16512:8256]</nowiki></tt> <br />
|}<br />
<br />
==World rejection==<br />
<br />
:''Main article [[World rejection]]''<br />
<br />
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.<br />
<br />
== Default Worldgen Parameters ==<br />
<br />
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.<br />
<br />
== Parameter Set Examples ==<br />
<br />
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful. <br />
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.<br />
<br />
For many, many more examples see:<br />
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen "Cookbook" Thread]<br />
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen "Cookbook" Thread]<br />
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen "Cookbook" Thread]<br />
{{World}}</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User_talk:Fleeting_Frames&diff=257623
User talk:Fleeting Frames
2021-03-28T23:25:05Z
<p>Fleeting Frames: /* Edible tree seeds */</p>
<hr />
<div>== Syntax highlighting ==<br />
<br />
Your recent script additions reminded me that I had planned to add a [https://www.mediawiki.org/wiki/Extension:SyntaxHighlight syntax highlighting extension] but that got blocked by wiki upgrades. Since those upgrades are finally done, the extension is added. You can use it like this if you like:<br />
<source lang="lua"><br />
print("some test code")<br />
if then else elseif return 123.4 end<br />
</source><br />
&mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 00:25, 4 July 2019 (UTC)<br />
<br />
Well that is nice, will be using it pronto :)<br />
<br />
[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:53, 4 July 2019 (UTC)<br />
<br />
== Proofreading ==<br />
<br />
I don't think [[User:Fleeting_Frames/listorbituary|this]] looks right. After all, what's an "orbituary" anyway? Certainly nothing to do with orbital mechanics, I don't think. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 19 November 2019 (UTC)<br />
<br />
Thanks, not a native english speaker :D Obituary seems right --[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 11:58, 19 November 2019 (UTC)<br />
<br />
== Edible tree seeds ==<br />
<br />
Regarding [https://dwarffortresswiki.org/index.php?title=DF2014:Tree&diff=prev&oldid=257615 this edit]: is this reported on the bug tracker (if it's a bug)? I haven't been able to find it there. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 15:06, 28 March 2021 (UTC)<br />
<br />
...Just to be clear, I was [https://dwarffortresswiki.org/index.php?title=DF2014:Tree&curid=32475&diff=257616&oldid=257615| following the evidence] myself that Fleeting Frames had laid out, due to there not apparently being an established standard for either gathering of premises or continuation of their pursuit, so...apologies in advance? Sometimes, something is (accidentally, apparently) worded in such a bug-like fashion that one needs to write it up straightaway, attendant a formal report or not. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 15:36, 28 March 2021 (UTC)<br />
<br />
<br />
To the best of my knowledge, it is not. I'd have reported it myself, but seems like my confirmation mail for mantis and dffd never arrived, even in trash. I'd call it a bug, but might also be feature to prevent dwarves from eating rock nuts.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 23:23, 28 March 2021 (UTC)<br />
<br />
As for standards for gathering of evidence or following in pursuit, isn't this what we have Talk pages for? For example, version .34 Gem Cutter Talk page is quite detailed in testing.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 23:25, 28 March 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=User_talk:Fleeting_Frames&diff=257622
User talk:Fleeting Frames
2021-03-28T23:23:35Z
<p>Fleeting Frames: /* Edible tree seeds */</p>
<hr />
<div>== Syntax highlighting ==<br />
<br />
Your recent script additions reminded me that I had planned to add a [https://www.mediawiki.org/wiki/Extension:SyntaxHighlight syntax highlighting extension] but that got blocked by wiki upgrades. Since those upgrades are finally done, the extension is added. You can use it like this if you like:<br />
<source lang="lua"><br />
print("some test code")<br />
if then else elseif return 123.4 end<br />
</source><br />
&mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 00:25, 4 July 2019 (UTC)<br />
<br />
Well that is nice, will be using it pronto :)<br />
<br />
[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:53, 4 July 2019 (UTC)<br />
<br />
== Proofreading ==<br />
<br />
I don't think [[User:Fleeting_Frames/listorbituary|this]] looks right. After all, what's an "orbituary" anyway? Certainly nothing to do with orbital mechanics, I don't think. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 19 November 2019 (UTC)<br />
<br />
Thanks, not a native english speaker :D Obituary seems right --[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 11:58, 19 November 2019 (UTC)<br />
<br />
== Edible tree seeds ==<br />
<br />
Regarding [https://dwarffortresswiki.org/index.php?title=DF2014:Tree&diff=prev&oldid=257615 this edit]: is this reported on the bug tracker (if it's a bug)? I haven't been able to find it there. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 15:06, 28 March 2021 (UTC)<br />
<br />
...Just to be clear, I was [https://dwarffortresswiki.org/index.php?title=DF2014:Tree&curid=32475&diff=257616&oldid=257615| following the evidence] myself that Fleeting Frames had laid out, due to there not apparently being an established standard for either gathering of premises or continuation of their pursuit, so...apologies in advance? Sometimes, something is (accidentally, apparently) worded in such a bug-like fashion that one needs to write it up straightaway, attendant a formal report or not. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 15:36, 28 March 2021 (UTC)<br />
<br />
<br />
To the best of my knowledge, it is not. I'd have reported it myself, but seems like my confirmation mail for mantis and dffd never arrived, even in trash. I'd call it a bug, but might also be feature to prevent dwarves from eating rock nuts.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 23:23, 28 March 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Tree&diff=257615
Tree
2021-03-28T11:02:48Z
<p>Fleeting Frames: /* Aboveground trees */ Mark trees that bear only seeds as edible raw products because dwarf would rather starve than eat almonds.</p>
<hr />
<div>{{quality|exceptional}}<br />
{{av}}<br />
{{Translation<br />
| dwarven = dák<br />
| elvish = thelire<br />
| goblin = tonspe<br />
| human = akan<br />
}}<br />
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that "trees" in ''Dwarf Fortress'' also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).<br />
<br />
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the "Choose Fortress Location" screen at [[embark]].<br />
<br />
[[File:trees_many.jpg|thumb|320px|right|Beautiful, until turned into tables. Then they're even more beautiful.]]<br />
<br />
== Structure ==<br />
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]<br />
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of "growths" (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.<br />
<br />
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.<br />
<br />
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.<br />
<br />
Dug-away roots of a tree can spawn twigs and fruits of the tree around them if there's space and grass/cave moss there. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.<br />
<br />
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap''' consisting of ramps that can be walked upon.<br />
<br />
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.<br />
<br />
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.<br />
<br />
<gallery caption="Heights of a tree" widths="90px" heights="90px" perrow="5"><br />
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill<br />
File:Tree0.png|Ground level: trunk<br />
File:Tree+1.png|1 level above ground, trunk, branches and twigs<br />
File:Tree+2.png|2 levels above ground<br />
File:Tree+3.png|3 levels above ground, includes some Open Space<br />
File:Tree+4.png|4 levels above ground<br />
File:Tree+5.png|5 levels above ground<br />
File:Tree+6.png|6 levels above ground<br />
File:Tree+7.png|7 levels above ground, only Open Space<br />
</gallery><br />
<br />
=== Growths ===<br />
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.<br />
<br />
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.<br />
<br />
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.<br />
<br />
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.<br />
<br />
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.<br />
<br />
== Chopping down trees ==<br />
{{main|Woodcutting}}<br />
<br />
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to "prune" trees by chopping down only parts of them.<br />
<br />
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).<br />
<br />
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these "guest entrances". Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.<br />
<br />
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.<br />
<br />
== Products ==<br />
=== Wood ===<br />
{{main|Wood}}<br />
<br />
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.<br />
<br />
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.<br />
<br />
=== Fruit ===<br />
Various kinds of tree produce fruit. In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]]. Fruit can be eaten, producing [[seed]]s.<br />
<br />
== Growing trees ==<br />
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.<br />
<br />
Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called "young &lt;tree&gt;" instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.<br />
<br />
Trees ''cannot'' be specifically "planted" ([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.<br />
<br />
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer. This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.<br />
{{clear}}<br />
<br />
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when tree grows, it may spread (fruit-bearing) branches there.<br />
<br />
== Growth rate & wood yield == <br />
<br />
From the time a sapling appears, it takes about 3 years for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach 8 z-levels of height in a decade, not have gone past 5 in three or avoid growing branches at all initially.<br />
<br />
Most tree raws currently specify exactly same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each "tree trunk" tile will yield exactly 1 log, while light branches, twigs and (brown) heavy branches will give nothing. The size of embark aboveground trees depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}<br />
<br />
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.<br />
<br />
Palm trees don't obscure other ones with canopies, so should be cut when wood is needed or when they reach their maximum height of 9.<br />
<br />
Mushroom caps of subterranean 'trees' don't contribute to their wood yield, and thus will never yield additional wood past their sprouting.<br />
<br />
== Aboveground trees ==<br />
<br />
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.<br />
<br />
<!-- default template (see Template:Multi-tile_tree_table_row for more details)<br />
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=<br />
|tile1=<br />
|drink=|drinkv=|eat=|cook=<br />
|grow1=<br />
}}<br />
--><br />
{{multi-tile tree table head}}<br />
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
}}<br />
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} seed pod<br />
}}<br />
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|2:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|drink=Banana beer|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:0}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550<br />
|drink=Carambola wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|3:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|eat=y|cook=y<br />
|grow1={{tile|*|2:0}} leaf<br />
|grow2={{tile|♣|2:0}} spathe<br />
|grow3={{tile|•|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360<br />
|drink=Custard-apple cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|drink=Date wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|*|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520<br />
|drink=Durian wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:0}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610<br />
|drink=Guava wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880<br />
|drink=Lychee wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|5:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|6:1}} flower<br />
|grow3={{tile|•|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520<br />
|drink=Mango wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
|grow3={{tile|•|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|0:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130<br />
|drink=Papaya wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|6:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620<br />
|drink=Rambutan wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
}}<br />
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770<br />
|drink=Pomegranate wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}} scale-leaf<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|5:0}} pollen cone<br />
}}<br />
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100<br />
|tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk<br />
|tile2={{tile|─|7:1}} thick branches<br />
|tile3={{tile|¼|7:1}} branches<br />
|tile4={{tile|;|7:1}} twigs<br />
|tile5={{tile|¼|7:1}} roots<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|7:1}} down<br />
|grow2={{tile|%|7:1}} egg<br />
}}<br />
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200<br />
|tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk<br />
|tile2={{tile|¼|5:0}} roots<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|3:1}} flower<br />
}}<br />
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|─|2:0}} thick branches<br />
|tile3={{tile|¼|2:0}} roots<br />
|eat=y|cook=y<br />
|grow1={{tile|♣|7:1}} flower<br />
|grow2={{tile|•|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|*|7:1}} pollen catkin<br />
|grow3={{tile|*|7:1}} seed catkin<br />
|grow4={{tile|*|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|4:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
|grow4={{tile|*|6:0}} cone<br />
}}<br />
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795<br />
|eat=Seed|super=4||cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745<br />
|drink=Apple cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745<br />
|drink=Apricot wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650<br />
|tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|7:1}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
}}<br />
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425<br />
|drink=Cherry wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|7:1}} pollen catkin<br />
|grow3={{tile|*|7:1}} seed catkin<br />
|grow4={{tile|*|2:0}} burr<br />
}}<br />
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|%|7:1}} seed<br />
}}<br />
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:1}} pollen catkin<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|2:0}} flower<br />
|grow3={{tile|•|6:0}} acorn<br />
}}<br />
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795<br />
|drink=Peach cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Perry|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|2:1}} pollen catkin<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835<br />
|drink=Persimmon wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795<br />
|drink=Plum wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690<br />
|drink=Sand pear cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|♣|2:1}} flower<br />
|grow4={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700<br />
|drink=Bayberry wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
|grow4={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|2:0}} pollen cone<br />
}}<br />
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|*|2:0}} branches<br />
|tile3={{tile|*|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}} needle<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|4:0}} pollen cone<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single fruit.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards.<br />
:<sup>3</sup> These trees do not produce wood when cut.<br />
:<sup>4</sup> These trees only edible raw product is seed, which dwarves will not currently eat raw despite the tag.<br />
<br />
== Underground trees ==<br />
<br />
These are the trees that can grow in subterranean caverns. None of them produce growths.<br />
<br />
{{multi-tile tree table head}}<br />
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600<br />
|tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk<br />
|tile2={{tile|¼|6:1}} branches<br />
|tile3={{tile|;|6:1}} twigs<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600<br />
|tile1={{tile|O|7:1}} trunk<br />
|tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650<br />
|tile1={{tile|O|0:1}} trunk<br />
|tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600<br />
|tile1={{tile|O|4:1}} trunk<br />
|tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600<br />
|tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk<br />
|tile2={{tile|─|3:0}} thick branches<br />
|tile3={{tile|¼|3:0}} branches<br />
|tile4={{tile|;|3:0}} twigs<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500<br />
|tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250<br />
|tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk<br />
|tile2={{tile|─|4:0}} thick branches<br />
|tile3={{tile|¼|4:0}} branches<br />
|tile4={{tile|;|4:0}} twigs<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550<br />
|tile1={{tile|O|1:0}} trunk<br />
|tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap<br />
|eat=n|cook=n<br />
}}<br />
|}<br />
<br />
==Bugs==<br />
* Trees grow through bridges. {{bug|7872}}<br />
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun). {{bug|8469}} <br />
* Trees not yielding wood won't be generated. {{bug|10581}}<br />
<br />
{{Plants}}<br />
<br />
[[Category:Map tiles]]<br />
{{Category|Trees}}<br />
[[ru:Tree]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Seed&diff=257614
Seed
2021-03-28T10:48:22Z
<p>Fleeting Frames: Despite tags, no seeds are edible raw (almonds in screenshot: https://i.imgur.com/7yEC3Gb.png )</p>
<hr />
<div>{{Quality|Superior|20:28, 29 May 2013 (UTC)}}<br />
{{av}}<br />
<br />
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''<br />
:''For information on seed management, see [[How do I manage my seeds and crops]]?''<br />
<br />
'''Seeds''' are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).<br />
<br />
Seeds can be brought on embark or obtained by [[trading]]. They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.<br />
<br />
[[Tree]] seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable.<br />
<br />
However, presently dwarves will rather starve than eat a seed raw.<br />
<br />
__TOC__<br />
==Seed List==<br />
<br />
{| border = 1 cellspacing="0" cellpadding="5" class="wikitable sortable"<br />
|-<br />
! Seed type || Edible Raw || Cookable || Farmable || Vermin Edible || Oil Seed || Raws/Menu Order<br />
|-<br />
|[[Abaca]] seeds || No || No || No || Yes || No || 092<br />
|-<br />
|[[Acacia]] seeds || No || Yes || No || Yes || No || 153<br />
|-<br />
|[[Oak|Acorns]] || Yes || Yes || No || Yes || No || 152<br />
|-<br />
|[[Alfalfa]] seeds || No || Yes || Yes || Yes || No || 009<br />
|-<br />
|[[Almond]]s || Yes || Yes || No || Yes || No || 119<br />
|-<br />
|[[Apple]] seeds || No || No || No || Yes || No || 120<br />
|-<br />
|[[Apricot]] pits || No || No || No || Yes || No || 121<br />
|-<br />
|[[Artichoke]] seeds || No || Yes || Yes || Yes || No || 035<br />
|-<br />
|[[Asparagus]] seeds || No || Yes || Yes || Yes || No || 036<br />
|-<br />
|[[Avocado]] pits || No || No || No || Yes || No || 103<br />
|-<br />
|[[Bambara groundnut]] || Yes || Yes || Yes || Yes || No || 037<br />
|-<br />
|[[Banana]] seeds || No || No || No || Yes || No || 093<br />
|-<br />
|[[Barley]] seeds || No || Yes || Yes || Yes || No || 006<br />
|-<br />
|[[Bayberry]] seeds || No || No || No || Yes || No || 122<br />
|-<br />
|[[Beet]] seeds || No || No || Yes || No || No || 040<br />
|-<br />
|[[Bilberry]] seeds || No || No || Yes || No || No || 087<br />
|-<br />
|[[Bitter melon]] seeds || No || No || Yes || No || No || 041<br />
|-<br />
|[[Bitter orange]] seeds || No || No || No || Yes || No || 108<br />
|-<br />
|[[Bitter vetch]] seeds || No || Yes || Yes || Yes || No || 016<br />
|-<br />
|[[Blackberry]] seeds || No || No || Yes || No || No || 089<br />
|-<br />
|[[Blade weed]] seeds || No || Yes || Yes || Yes || No || 147<br />
|-<br />
|[[Bloated tuber]] seeds || No || No || Yes || No || No || 139<br />
|-<br />
|[[Blood amaranth]] seeds || No || Yes || Yes || Yes || No || 018<br />
|-<br />
|[[Blueberry]] seeds || No || No || Yes || No || No || 088<br />
|-<br />
|[[Broad bean]] || No || Yes || Yes || Yes || No || 039<br />
|-<br />
|[[Buckwheat]] seeds || No || Yes || Yes || Yes || No || 007<br />
|-<br />
|[[Cabbage]] seeds || No || No || Yes || No || No || 042<br />
|-<br />
|[[Cacao tree|Cacao]] beans || No || Yes || No || No || No || 157<br />
|-<br />
|[[Candlenut]]s || No || Yes || No || Yes || No || 155<br />
|-<br />
|[[Caper]] seeds || No || No || Yes || No || No || 043<br />
|-<br />
|[[Carambola]] seeds || No || No || No || Yes || No || 094<br />
|-<br />
|[[Wild carrot|Carrot]] seeds || No || Yes || Yes || Yes || No || 044<br />
|-<br />
|[[Cashew]]s || No || No || No || Yes || No|| 095<br />
|-<br />
|[[Cassava]] seeds || No || No || Yes || No || No || 045<br />
|-<br />
|[[Cave wheat]] seeds || No || Yes || Yes || Yes || No || 135<br />
|-<br />
|[[Celery]] seeds || No || No || Yes || No || No || 046<br />
|-<br />
|[[Cherry]] pits || No || No || No || Yes || No || 123<br />
|-<br />
|[[Chestnut]]s || Yes || Yes || No || Yes || No || 154<br />
|-<br />
|[[Chickpea]] || No || Yes || Yes || Yes || No || 047<br />
|-<br />
|[[Chicory]] seeds || No || No || Yes || No || No || 048<br />
|-<br />
|[[Citron]] seeds || No || No || No || Yes || No || 106<br />
|-<br />
|[[Coffee]] beans || No || No || No || No || No || 096<br />
|-<br />
|[[Cotton]] seeds || Yes || Yes || Yes || Yes || Yes || 031<br />
|-<br />
|[[Cowpea]] || No || Yes || Yes || Yes || No || 049<br />
|-<br />
|[[Cranberry]] seeds || No || No || Yes || No || No || 086<br />
|-<br />
|[[Cucumber]] seeds || No || No || Yes || No || No || 050<br />
|-<br />
|[[Custard-apple]] seeds || No || No || No || Yes || No || 113<br />
|-<br />
|[[Date palm]] seeds || No || No || No || Yes || No || 114<br />
|-<br />
|[[Desert lime]] seeds || No || No || No || Yes || No || 111<br />
|-<br />
|[[Dimple cup]] Spawn || No || Yes || Yes || Yes || No || 146<br />
|-<br />
|[[Durian]] seeds || No || Yes || No || Yes || No || 097<br />
|-<br />
|[[Eggplant]] seeds || No || No || Yes || No || No || 051<br />
|-<br />
|[[Elephant-head amaranth]] seeds || No || Yes || Yes || Yes || No || 021<br />
|-<br />
|[[Finger lime]] seeds || No || No || No || Yes || No || 109<br />
|-<br />
|[[Finger millet]] || No || Yes || Yes || Yes || No || 024<br />
|-<br />
|[[Fisher berry]] seeds || No || Yes || Yes || Yes || No || 144<br />
|-<br />
|[[Flax]] seeds || Yes || Yes || Yes || Yes || Yes|| 028<br />
|-<br />
|[[Fonio]] || No || Yes || Yes || Yes || No || 026<br />
|-<br />
|[[Foxtail millet]] || No || Yes || Yes || Yes || No || 025<br />
|-<br />
|[[Garden cress]] seeds || No || No || Yes || No || No || 052<br />
|-<br />
|[[Garlic]] seeds || No || Yes || Yes || Yes || No || 053<br />
|-<br />
|[[Ginkgo]] seeds || Yes || Yes || No || Yes || No || 124<br />
|-<br />
|[[Grape]] seeds || No || No || Yes || No || No || 085<br />
|-<br />
|[[Guava]] seeds || No || No || No || Yes || No || 098<br />
|-<br />
|[[Hard wheat]] seeds || No || Yes || Yes || Yes || No || 004<br />
|-<br />
|[[Hazel]] nuts || Yes || Yes || No || Yes || No || 125<br />
|-<br />
|[[Hemp]] seeds || Yes || Yes || Yes || Yes || Yes || 030<br />
|-<br />
|[[Hide root]] seeds || No || Yes || Yes || Yes || No || 148<br />
|-<br />
|[[Horned melon]] seeds || No || No || Yes || No || No || 054<br />
|-<br />
|[[Jute]] seeds || No || No || Yes || No || No || 029<br />
|-<br />
|[[Kaniwa]] seeds || No || Yes || Yes || Yes || No || 015<br />
|-<br />
|[[Kenaf]] seeds || Yes || Yes || Yes || Yes || Yes || 033<br />
|-<br />
|[[Kumquat]] seeds || No || No || No || Yes || No || 112<br />
|-<br />
|[[Leek]] seeds || No || No || Yes || No || No || 055<br />
|-<br />
|[[Lentil]] || No || Yes || Yes || Yes || No || 056<br />
|-<br />
|[[Lesser yam]] seeds || No || No || Yes || No || No || 080<br />
|-<br />
|[[Lettuce]] seeds || No || No || Yes || No || No || 057<br />
|-<br />
|[[Lime]] seeds || No || No || No || Yes || No || 104<br />
|-<br />
|[[Long yam]] seeds || No || No || Yes || No || No || 081<br />
|-<br />
|[[Longland grass]] seeds || No || Yes || Yes || Yes || No || 142<br />
|-<br />
|[[Lychee]] seeds || No || No || No || Yes || No || 115<br />
|-<br />
|[[Macadamia]] nuts || Yes || Yes || No || Yes || No || 116<br />
|-<br />
|[[Maize]] || No || Yes || Yes || Yes || No || 013<br />
|-<br />
|[[Mango tree|Mango]] pits || No || No || No || Yes || No || 156<br />
|-<br />
|[[Muck root]] seeds || No || No || Yes || No || No || 138<br />
|-<br />
|[[Mung bean]] || No || Yes || Yes || Yes || No || 058<br />
|-<br />
|[[Muskmelon]] seeds || No || No || Yes || No || No || 059<br />
|-<br />
|[[Oats]] seeds || No || Yes || Yes || Yes || No || 008<br />
|-<br />
|[[Olive]] pits || No || No || No || Yes || No || 117<br />
|-<br />
|[[Onion]] seeds || No || No || Yes || No || No || 060<br />
|-<br />
|[[Orange]] seeds || No || No || No || Yes || No || 107<br />
|-<br />
|[[Papaya]] seeds || No || No || No || Yes || No || 099<br />
|-<br />
|[[Papyrus sedge]] seeds || No || No || Yes || No || No || 034<br />
|-<br />
|[[Paradise nut]]s || No || No || No || Yes || No || 100<br />
|-<br />
|[[Parsnip]] seeds || No || Yes || Yes || Yes || No || 061<br />
|-<br />
|[[Passion fruit]] seeds || No || No || Yes || No || No || 084<br />
|-<br />
|[[Pea]]s || No || Yes || Yes || Yes || No || 062<br />
|-<br />
|[[Peach]] pits || No || No || No || Yes || No || 126<br />
|-<br />
|[[Peanut|Peanuts]] || Yes || Yes || Yes || Yes || No || 063<br />
|-<br />
|[[Pear]] seeds || No || No || No || Yes || No || 127<br />
|-<br />
|[[Pearl millet]] || No || Yes || Yes || Yes || No || 022<br />
|-<br />
|[[Pecan]]s || Yes || Yes || No || Yes || No || 128<br />
|-<br />
|[[Pendant amaranth]] seeds || No || Yes || Yes || Yes || No || 017<br />
|-<br />
|[[Pepper]] seeds || Yes || Yes || Yes || Yes || No || 064<br />
|-<br />
|[[Persimmon]] seeds || No || No || No || Yes || No || 129<br />
|-<br />
|[[Pig tail]] seeds || No || Yes || Yes || Yes || No || 134<br />
|-<br />
|[[Pineapple]] seeds || No || No || Yes || Yes || No || 091<br />
|-<br />
|[[Plum]] pits || No || No || No || Yes || No || 130<br />
|-<br />
|[[Plump helmet]] spawn || No || Yes || Yes || Yes || No || 133<br />
|-<br />
|[[Pomegranate]] seeds || No || No || No || Yes || No || 118<br />
|-<br />
|[[Pomelo]] seeds || No || No || No || Yes || No || 105<br />
|-<br />
|[[Potato]] seeds || No || No || Yes || No || No || 065<br />
|-<br />
|[[Prickle berry]] seeds || No || Yes || Yes || Yes || No || 140<br />
|-<br />
|[[Purple amaranth]] seeds || No || Yes || Yes || Yes || No || 019<br />
|-<br />
|[[Purple yam]] seeds || No || No || Yes || No || No || 082<br />
|-<br />
|[[Quinoa]] seeds || No || Yes || Yes || Yes || No || 014<br />
|-<br />
|[[Radish]] seeds || No || No || Yes || No || No || 066<br />
|-<br />
|[[Rambutan]] seeds || No || Yes || No || Yes || No || 101<br />
|-<br />
|[[Ramie]] seeds || No || No || Yes || No || No || 032<br />
|-<br />
|[[Raspberry]] seeds || No || No || Yes || No || No || 090<br />
|-<br />
|[[Rat weed]] seeds || No || Yes || Yes || Yes || No || 143<br />
|-<br />
|[[Red bean]]s || No || Yes || Yes || Yes || No || 067<br />
|-<br />
|[[Red spinach]] seeds || No || Yes || Yes || Yes || No || 020<br />
|-<br />
|[[Rhubarb]] seeds || No || No || Yes || No || No || 068<br />
|-<br />
|[[Rice]] || No || Yes || Yes || Yes || No || 012<br />
|-<br />
|[[Quarry bush|Rock nuts]] || No || Yes || Yes || Yes || Yes || 137<br />
|-<br />
|[[Rope reed]] seeds || No || Yes || Yes || Yes || No || 145<br />
|-<br />
|[[Round lime]] seeds || No || No || No || Yes || No || 110<br />
|-<br />
|[[Rye]] seeds || No || Yes || Yes || Yes || No || 010<br />
|-<br />
|[[Sand pear]] seeds || No || No || No || Yes || No || 131<br />
|-<br />
|[[Single-grain wheat]] seeds || No || Yes || Yes || Yes || No || 001<br />
|-<br />
|[[Sliver barb]] seeds || No || Yes || Yes || Yes || No || 149<br />
|-<br />
|[[Soft wheat]] seeds || No || Yes || Yes || Yes || No || 003<br />
|-<br />
|[[Sorghum]] seeds || No || Yes || Yes || Yes || No || 011<br />
|-<br />
|[[Soybean]] || No || Yes || Yes || Yes || No || 069<br />
|-<br />
|[[Spelt]] seeds || No || Yes || Yes || Yes || No || 005<br />
|-<br />
|[[Spinach]] seeds || No || No || Yes || No || No || 070<br />
|-<br />
|[[Squash]] seeds || No || No || Yes || No || No || 071<br />
|-<br />
|[[Strawberry]] seeds || No || Yes || Yes || Yes || No || 141<br />
|-<br />
|[[String bean]] || No || Yes || Yes || Yes || No || 038<br />
|-<br />
|[[Sun berry]] seeds || No || Yes || Yes || Yes || No || 150<br />
|-<br />
|[[Sweet pod]] seeds || No || Yes || Yes || Yes || No || 136<br />
|-<br />
|[[Sweet potato]] seeds || No || No || Yes || No || No || 072<br />
|-<br />
|[[Taro]] seeds || No || No || Yes || No || No || 073<br />
|-<br />
|[[Tea]] seeds || No || No || No || Yes || No || 102<br />
|-<br />
|[[Teff]] || No || Yes || Yes || Yes || No || 027<br />
|-<br />
|[[Tomatillo]] seeds || No || Yes || Yes || Yes || No || 075<br />
|-<br />
|[[Tomato]] seeds || No || Yes || Yes || Yes || No || 074<br />
|-<br />
|[[Turnip]] seeds || No || No || Yes || No || No || 076<br />
|-<br />
|[[Two-grain wheat]] seeds || No || Yes || Yes || Yes || No || 002<br />
|-<br />
|[[Urad bean]]s || No || Yes || Yes || Yes || No || 077<br />
|-<br />
|[[Walnut]]s || Yes || Yes || No || Yes || No || 132<br />
|-<br />
|[[Watermelon]] seeds || No || No || Yes || No || No || 078<br />
|-<br />
|[[Whip vine]] seeds || No || Yes || Yes || Yes || No || 151<br />
|-<br />
|[[White millet]] || No || Yes || Yes || Yes || No || 023<br />
|-<br />
|[[White yam]] seeds || No || No || Yes || No || No || 083<br />
|-<br />
|[[Winter melon]] seeds || No || No || Yes || No || No || 079<br />
|}<br />
<br />
==Seed Production==<br />
<br />
Seeds are produced by [[brewing]] (at a [[still]]), [[milling]] (at a [[millstone]] or [[quern]]), [[Plant processing|processing]] (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.<br />
<br />
In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of 200 seeds for each plant type and a global cap of 3000 seeds. Seed-producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200. Seed production is not affected by the global cap; rather, the oldest seeds in the fortress will be periodically removed to remain at or around 3000. Note that this removal may affect "strategic seed stockpiles" (i.e. seeds forbidden for use in case of typical dwarven culinary stupidity), any crops that you grow only occasionally, and potentially any crops which have been prevented from producing seeds by the specific type cap. Both of these limits can be modified in the [[d_init.txt]] file. <br />
<br />
'''Note:''' In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant seeds: Needs [seed name]", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the '''whole seed bag''' from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.<br />
<br />
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. <br />
<br />
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ({{k|a}}). Set the secondary (smaller) pile to take from {{k|a}}nywhere and {{k|g}}ive to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile. Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. <br />
<br />
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to "take" from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.<br />
<br />
{{Translation<br />
| dwarven = lenod<br />
| elvish = are<br />
| goblin = ösmosp<br />
| human = ase<br />
}}<br />
<br />
==Bugs==<br />
<br />
*Dwarves compulsively store seeds in bags.{{bug|7869}}<br />
*Planted seeds removed from field by seed cap.{{bug|8107}}<br />
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}}<br />
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}}<br />
*Dye stored in barrels without bags.{{bug|9219}} This bug is believed to apply to seeds as well, based on the [http://www.bay12games.com/dwarves/ 01/19/2016 dev-log note]: "stop dumping dye/flour/seed/etc. bags out into barrels improperly".<br />
{{gamedata}}<br />
{{materials}}<br />
[[ru:Seed]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Water&diff=257504
Water
2021-03-19T01:31:24Z
<p>Fleeting Frames: /* Contaminants */ Filling it in, per the Talk:Contaminants in water</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}<br />
[[File:water_preview2.jpg|thumb|250px|right|Liquid of life.]]<br />
[[File:water_preview.png|frame|120px|right|A partially flooded fortress.]]'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. Some brooks and murky pools can be saltwater even if the fortress site is partially mountainous. - it is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question. If there are zero tiles of water source available, the water is saltwater.<br />
<br />
[[Mud]] is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].<br />
<br />
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting <nowiki>[SHOW_FLOW_AMOUNTS:YES]</nowiki> in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:0:1}} through {{Tile|7|1:0:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.<br />
<br />
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to "Dangerous terrain" and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.<br />
<br />
Interestingly, water can slow falls - that is, with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example)<br />
<br />
Objects made of wood, including logs, do not float in water, but act like all other objects and sink to the bottom.<br />
<br />
== Processes ==<br />
===Evaporation===<br />
In the normal underground temperature of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids. A single 1/7 water tile will evaporate faster than a large recently flooded area or a 1/7 water tile by a river, for example.<br />
<br />
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.<br />
<br />
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.<br />
<br />
=== Freezing and thawing ===<br />
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.<br />
<br />
When outdoor water freezes or thaws it does so instantly, therefore, any dwarf [[swimming]] in water when it freezes will die, or standing on a frozen pond when it thaws, will fall into it... most likely leading to [[swimmer#Drowning|drowning]] if the dwarf is not an experienced [[swimmer]].<br />
<br />
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause them to eventually melt, turning them into "water" items (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}<br />
<br />
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.<br />
<br />
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.<br />
<br />
Floor constructed from [[rock salt]] freezes water at least 4/7 underground (need moar experiments, possibly infinite water source) {{verify}}<br />
<br />
==== Freezing point ====<br />
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.<br />
<br />
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.<br />
<br />
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying "Frozen here". In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].<br />
<br />
== Properties ==<br />
===Depth===<br />
{{Material properties}}<br />
Water (as well as [[magma]]) can be one of seven different depths. You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[d_init.txt]] file to display water levels by changing the SHOW_FLOW_AMOUNTS value to YES.<br />
<br />
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth. Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels. A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.<br />
{| class="wikitable"<br />
|-<br />
! Depth<br />
! Description<br />
|-<br />
| 0<br />
| No water present.<br />
|-<br />
| 1<br />
| Water may evaporate. No effect on dwarven jobs.<br />
|-<br />
| 2<br />
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.<br />
|-<br />
| 3<br />
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.<br />
|-<br />
| 4<br />
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.<br />
|-<br />
| 5<br />
| Head height.<br />
|-<br />
| 6<br />
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time.<br />
|-<br />
| 7<br />
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.<br />
|}<br />
<br />
===Sourced water===<br />
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s) is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.<br />
<br />
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.<br />
<br />
==Flow==<br />
{{main|Flow}}<br />
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.<br />
<br />
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to "teleport" the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water "pile up" on top. This behavior can be exploited to move water long distances very quickly (see "Getting rid of unwanted water" below).<br />
<br />
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. <br />
<br />
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].<br />
<br />
== Contamination ==<br />
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.<br />
<br />
===Salt water===<br />
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.<br />
<br />
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the "water source (x)" is (0), then the source is salty. If not, then your dwarves will drink it.<br />
<br />
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.<br />
<br />
=== Stagnant water ===<br />
<br />
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty. Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will destroy stagnant water.{{cite release notes|0.34.09}}<br />
<br />
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.<br />
<br />
=== Water laced with mud ===<br />
If a water source is only one z-level deep and its floor is covered by "a pile of mud" (like most [[cavern|underground pools]]), then any water taken from it will be "water laced with mud". Drinking water laced with mud will give your dwarves an unhappy thought. It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.<br />
<br />
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one z-level will take care of the problem, since it only occurs if the water source tile contains "a pile of mud", and water coming into contact with a clean floor only creates "a dusting of mud".<br />
<br />
===Contaminants===<br />
<br />
Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it. Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.<br />
<br />
Should a creature walk through contaminated water without shoes, they'll come into contact with contaminants therein{{Verify}}, transferring any contact syndromes. Water contaminants obtained on creature as a result of this will not be considered tainted, however.<br />
<br />
Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.<br />
<br />
A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving a negative thought to the dwarf.<br />
<br />
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be <strike>the will of Armok</strike> a bug.<br />
<br />
==Getting rid of unwanted water==<br />
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.<br />
<br />
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it: build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it. Link this to a lever to control the flow as you desire. Now evacuate the dwarves and wall off the area above the bridge. Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom. Now how can the dwarves dig these squares out? Yep, from beneath the bridge. In this way, they get the water flow started without ever getting their feet wet. This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.<br />
<br />
If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple <s>and completely foolproof</s> way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.<br />
<br />
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.<br />
<br />
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.<br />
<br />
{{Translation<br />
| dwarven = arel<br />
| elvish = alu<br />
| goblin = esp<br />
| human = thomo<br />
}}<br />
<br />
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}<br />
{{materials}}<br />
<br />
{{Category|Physics}}<br />
[[ru:Water]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Water&diff=257500
DF2014 Talk:Water
2021-03-19T00:10:36Z
<p>Fleeting Frames: /* Undo revision 251634 by 35.191.1.236 (talk) */ new section</p>
<hr />
<div>==Contaminants in water?==<br />
<br />
Water can be contaminated with extracts or vampire blood and such, right?<br />
<br />
Under what circumstances will the water be contaminated?<br />
* the water is taken from a tile with the contaminant on the floor?<br />
* the water is taken a tile with a contaminant on an adjacent wall?<br />
* the water is taken from a tile with no contaminants on any adjacent walls or floors, but contaminants on the floor of a lower tile in the reservoir?<br />
<br />
Will the water be described any differently? I.e., "Water laced with forgotten beast extract", or will it still be described as just "Water"?<br />
<br />
If contaminated water dries on an object, will the object still be contaminated? For example, if a roast gets a coating of contaminated water on it, will it be safe to eat after the water dries?<br />
<br />
If a dwarf drinks from a waterskin coated in contaminated water, will they ingest the contaminated water?<br />
<br />
If a dwarf drinks while their mouth is covered with a coating of contaminated water, or eats while their hands are coated with a covering of contaminated water, will they ingest the contaminated water?<br />
<br />
What happens if contaminated water gets on a dwarf? Last time my dwarves walked through their contaminated [[User:Uristocrat/Dwarven_Bathtub|dwarven bathtub]], they got water on their mouth. Is this enough to infect them? It appears not, since most of my dwarves are fine and most of them walked through the contaminated bathtub. Maybe they only get sick if they walk through without shoes on.<br />
<br />
--[[User:2128|2128]] ([[User talk:2128|talk]]) 19:49, 22 February 2017 (UTC)<br />
<br />
== Undo revision 251634 by [[Special:Contributions/35.191.1.236|35.191.1.236]] ([[User talk:35.191.1.236|talk]]) ==<br />
<br />
Seems it made change from "clean water destroys stagnant water" to opposite way around.<br />
<br />
Testing in 47.05 by dropping water into partially-emptied murky ponds or having stagnant ponds flow into clear water on level diagonally below resulted in both cases the entire water collection becoming clean. Can anyone find evidence in support of 35.191.1.236's revision?<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:10, 19 March 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Water&diff=257499
Water
2021-03-19T00:07:40Z
<p>Fleeting Frames: Undo revision 251634 by 35.191.1.236 (talk) - tested in 47.05, happens both when water is added to stagnant or stagnant to regular water.</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}<br />
[[File:water_preview2.jpg|thumb|250px|right|Liquid of life.]]<br />
[[File:water_preview.png|frame|120px|right|A partially flooded fortress.]]'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. Some brooks and murky pools can be saltwater even if the fortress site is partially mountainous. - it is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question. If there are zero tiles of water source available, the water is saltwater.<br />
<br />
[[Mud]] is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].<br />
<br />
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting <nowiki>[SHOW_FLOW_AMOUNTS:YES]</nowiki> in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:0:1}} through {{Tile|7|1:0:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.<br />
<br />
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to "Dangerous terrain" and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.<br />
<br />
Interestingly, water can slow falls - that is, with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example)<br />
<br />
Objects made of wood, including logs, do not float in water, but act like all other objects and sink to the bottom.<br />
<br />
== Processes ==<br />
===Evaporation===<br />
In the normal underground temperature of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids. A single 1/7 water tile will evaporate faster than a large recently flooded area or a 1/7 water tile by a river, for example.<br />
<br />
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.<br />
<br />
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.<br />
<br />
=== Freezing and thawing ===<br />
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.<br />
<br />
When outdoor water freezes or thaws it does so instantly, therefore, any dwarf [[swimming]] in water when it freezes will die, or standing on a frozen pond when it thaws, will fall into it... most likely leading to [[swimmer#Drowning|drowning]] if the dwarf is not an experienced [[swimmer]].<br />
<br />
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause them to eventually melt, turning them into "water" items (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}<br />
<br />
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.<br />
<br />
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.<br />
<br />
Floor constructed from [[rock salt]] freezes water at least 4/7 underground (need moar experiments, possibly infinite water source) {{verify}}<br />
<br />
==== Freezing point ====<br />
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.<br />
<br />
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.<br />
<br />
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying "Frozen here". In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].<br />
<br />
== Properties ==<br />
===Depth===<br />
{{Material properties}}<br />
Water (as well as [[magma]]) can be one of seven different depths. You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[d_init.txt]] file to display water levels by changing the SHOW_FLOW_AMOUNTS value to YES.<br />
<br />
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth. Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels. A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.<br />
{| class="wikitable"<br />
|-<br />
! Depth<br />
! Description<br />
|-<br />
| 0<br />
| No water present.<br />
|-<br />
| 1<br />
| Water may evaporate. No effect on dwarven jobs.<br />
|-<br />
| 2<br />
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.<br />
|-<br />
| 3<br />
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.<br />
|-<br />
| 4<br />
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.<br />
|-<br />
| 5<br />
| Head height.<br />
|-<br />
| 6<br />
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time.<br />
|-<br />
| 7<br />
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.<br />
|}<br />
<br />
===Sourced water===<br />
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s) is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.<br />
<br />
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.<br />
<br />
==Flow==<br />
{{main|Flow}}<br />
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.<br />
<br />
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to "teleport" the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water "pile up" on top. This behavior can be exploited to move water long distances very quickly (see "Getting rid of unwanted water" below).<br />
<br />
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. <br />
<br />
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].<br />
<br />
== Contamination ==<br />
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.<br />
<br />
===Salt water===<br />
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.<br />
<br />
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the "water source (x)" is (0), then the source is salty. If not, then your dwarves will drink it.<br />
<br />
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.<br />
<br />
=== Stagnant water ===<br />
<br />
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty. Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will destroy stagnant water. <sup>[[DF2012:Release information/0.34.09|0.34.09]]</sup><br />
<br />
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.<br />
<br />
=== Water laced with mud ===<br />
If a water source is only one z-level deep and its floor is covered by "a pile of mud" (like most [[cavern|underground pools]]), then any water taken from it will be "water laced with mud". Drinking water laced with mud will give your dwarves an unhappy thought. It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.<br />
<br />
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one z-level will take care of the problem, since it only occurs if the water source tile contains "a pile of mud", and water coming into contact with a clean floor only creates "a dusting of mud".<br />
<br />
===Contaminants===<br />
<br />
Water can be tainted by [[Contaminant|contaminants]]. This can cause, for example, a dwarf that drinks the contaminated water to be affected by the contaminant. However, at this time more information is needed about how exactly this works and under what circumstances dwarves are affected by contaminated water.<br />
<br />
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be <strike>the will of Armok</strike> a bug.<br />
<br />
==Getting rid of unwanted water==<br />
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.<br />
<br />
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it: build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it. Link this to a lever to control the flow as you desire. Now evacuate the dwarves and wall off the area above the bridge. Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom. Now how can the dwarves dig these squares out? Yep, from beneath the bridge. In this way, they get the water flow started without ever getting their feet wet. This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.<br />
<br />
If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple <s>and completely foolproof</s> way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.<br />
<br />
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.<br />
<br />
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.<br />
<br />
{{Translation<br />
| dwarven = arel<br />
| elvish = alu<br />
| goblin = esp<br />
| human = thomo<br />
}}<br />
<br />
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}<br />
{{materials}}<br />
<br />
{{Category|Physics}}<br />
[[ru:Water]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&diff=257491
DF2014 Talk:Manager
2021-03-18T00:50:48Z
<p>Fleeting Frames: /* Improving the Order conditions section */ Tentative approval, covering the difference, placement of example orders.</p>
<hr />
<div><br />
== New in 0.43 ==<br />
<br />
There's a whole new set of options (mainly the [c]onditions and [d]etails menus) for the manager menu in the latest version, and none of it appears anywhere in the page. Someone should probably write about said options. [[Special:Contributions/98.118.144.150|98.118.144.150]] 03:02, 1 July 2016 (UTC)<br />
<br />
== No longer serialized? ==<br />
<br />
I'm pretty sure if you currently put in two work orders, one for 30 barrels and one for 30 bins, that without one being conditional on the other, that tasks to build both will be farmed out to the workshops, so you'll get barrels and bins rolling off the assembly line at the same time. [[User:Omaha|Omaha]] ([[User talk:Omaha|talk]]) 19:52, 28 November 2018 (UTC)<br />
<br />
:The manager now creates one task per workshop per order that repeats as many times as necessary to complete the full count. This prevents the first order from completely filling the workshop with tasks, so other orders (or player-designated tasks) can interleave. I will update the article appropriately.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:20, 30 November 2018 (UTC)<br />
<br />
==Improving the Order conditions section==<br />
I found this [https://www.reddit.com/r/dwarffortress/comments/54h13f/i_just_found_out_about_job_manager_conditions/d81wlwv?utm_source=share&utm_medium=web2x&context=3 post on reddit] where user [https://www.reddit.com/user/MrBurd/ MrBurd] wrote up these details on how the Conditions work for Orders:<br />
<br />
j > m > q > create a new job, then select that job and press C. Your manager will check for the conditions you've set every [period of time you've set] and activate the job if it's needed.<br />
<br />
''Conditions have a few keys:''<br />
<br />
''a: Add item condition''<br />
''Adds a condition, by default:''<br />
<br />
''Amount of items available is at least 0''<br />
<br />
''i: change item type''<br />
''Change the item to a different type(i.e. battle axes, statues)''<br />
<br />
''q: change inequality (condition like >, <, =, !=)''<br />
''Options are: at least, at most, greaterthan, less than, exactly and not.''<br />
<br />
''r: add conditions from reagents/materials''<br />
''If you have an action that requires other items to produce something, like brewing requires a barrel, this will add conditions that check if the required materials are available.''<br />
<br />
''p: add conditions from products''<br />
''Similar to the previous option, this adds conditions that check if the product is available, i.e. if there's less than 30 drinks, brew drinks''<br />
<br />
''o: add order condition''<br />
''This adds a condition that checks for a different order. If you have one order to make barrels and another to brew drinks, you can add an order condition that first makes 10 barrels and then continues the brew order to brew 10 drinks.''<br />
<br />
''This option also adds another key: c.''<br />
<br />
''c: activation/completion.''<br />
''Changes if the condition has to be activated or completed for the 'script' to continue.''<br />
<br />
''m: change material''<br />
''This allows you to select specific items, i.e. you only want to check for saguaro cactus wood items or glass cabinets or whatever.''<br />
<br />
''n: change number''<br />
''Change the number of items required.''<br />
<br />
''t: change traits''<br />
''This one is a very useful option. Pushing this button gives you a list of toggleable traits, like "cookable" or "empty" or "fire-safe" or "non-economic items" or "nearby items".''<br />
<br />
''You can combine these to specify the exact item you want.''<br />
<br />
''Checking for an empty iron barrel is done like this: Have an item set to "barrel" in the main conditions menu, then navigate to traits. Check "empty" and "iron-bearing items".''<br />
<br />
''The game will now only check for empty iron bearing barrels.''<br />
<br />
''+-: frequency''<br />
''Set check frequency.''<br />
''Possible options:''<br />
<br />
''Restarts if completed, checked daily''<br />
<br />
''Restarts if completed, checked monthly''<br />
<br />
''Restarts if completed, checked seasonally''<br />
<br />
''Restarts if completed, checked yearly''<br />
<br />
''One-time order, conditions checked daily''<br />
<br />
''I hope this helps.''<br />
<br />
''This information probably exists on a wiki somewhere but I felt like typing it out :p''<br />
<br />
''Edit: Example condition job for brewing a drink:''<br />
<br />
''j > m > q > new job, "Brew Drink from Plant", quantity 10;''<br />
<br />
''Press c: conditions;''<br />
<br />
''Press a: add item condition;''<br />
<br />
''Press i: change item type > type = "drinks";''<br />
<br />
''Press q: change inequality > less than;''<br />
<br />
''Press n: change number > 50;''<br />
<br />
''Press + or - to adjust frequency to daily;''<br />
<br />
''You've now made the following condition:''<br />
<br />
''Amount of drinks available is less than 50.''<br />
''Restarts if completed, checked daily.''<br />
<br />
''I *think* that, because I suppose the game reads it from a top-to-bottom order, you can specify item ranges, i.e. if item is less than 60 && more than 50, so that the action only occurs when the amount of item is between 50 and sixty.''<br />
<br />
''Edit: This does work to keep level within strict limits!''<br />
<br />
''However, I found there's no way to select items by the general material of 'wood', you have to specifiy a specific wood type.''<br />
<br />
''Without specifying a material it might happen that two or more workshops get the same work order and multiples of the job order amount get produced.''<br />
<br />
Unless someone can point out a better write-up in the wiki, i'm going to work on getting this worked into the current article. [[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 01:13, 17 March 2021 (UTC)<br />
<br />
<br />
[[DF2014:Manager#Work_orders]] already covers Conditions, Item Conditions and Order conditions, but I do feel it should be separated into more sections. Additionally, some {{k|keys}} in your linked post are missing from them as well, so I'd say go ahead to adapt it.<br />
<br />
Though I'd be careful of information loss - for example, MrBurd doesn't mention what happens with 0 quantity orders, which are a common mistake to make.<br />
<br />
The specific order examples like drink and lye maybe should be put on bottom below disadvanages or even have their own page : [http://www.bay12forums.com/smf/index.php?topic=158287|The topic can be quite extensive, as shown in the linked thread afer all]. Beyond the what's currently listed on wiki, a way to handle bags could be useful to list as a common snag.<br />
<br />
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 00:50, 18 March 2021 (UTC)</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Swimming_pool&diff=257489
Swimming pool
2021-03-18T00:30:55Z
<p>Fleeting Frames: /* Swimming training */ Last edit wiped the main benefit of attribute boost training.</p>
<hr />
<div>{{projects}}<br />
{{av}}<br />
<br />
A [[swimming pool]] is a chamber filled with less than 7/7 deep water. Its design can be similar to that of a [[drowning chamber]], except you want to use it on your own dwarves - to teach them to swim.<br />
<br />
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent death from drowning. While water with a depth of 7/7 is deadly for non-swimmers, you can use water from 4/7 to 6/7 safely to teach dwarves how to swim without risk of drowning. The speed of learning is independent of the depth, but water with a depth of less than 4/7 is not deep enough to make a dwarf swim, and therefore learn anything.<br />
<br />
Training your dwarves just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves into the water, so you may need to prevent them from leaving an area (locked door, etc.) and then fill the area with the required amount of water, or dump them in from above using a [[bridge|retracting bridge]].<br />
<br />
Swimming, since it involves no activity, can be potentially useful to train weaker, disabled or injured dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.<br />
<br />
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle. The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it. This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details). Be aware that in recent versions dwarves can now suffer injuries more easily when [[gravity|falling]], so this method can cause serious harm when the dwarves are washed over the edge. Constructing the landing zone out of [[density|lighter]] materials will help prevent serious complications.<br />
<br />
Diagram of the 'fully automated' configuration described above:<br />
<br />
<font color="blue">....</font> - (pool continues as desired)<br />
║<font color="blue">≈≈≈≈</font>║ - depth 4-6 swimming pool on Z-1<br />
║<font color="#33CCFF">+++▲</font>║ - dropoff / entrance ramp from above<br />
║<font color="#33CCFF"><nowiki>~~~~</nowiki></font>║ - meeting hall, depth 0-3<br />
╚╗<font color="brown">%</font>╔═╝<br />
║<font color="brown">%</font>║ - screw pump (S->N)<br />
║.║ - limited pump source (e.g. depth ~4-per-tick tile on Z-1)<br />
╚═╝<br />
Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.<br />
<br />
===Minecart training===<br />
<br />
With the addition of [[minecart]]s, a safe automated swimming experience can be almost guaranteed. Originally, the design involved hauling dwarves down into a pond and forcing them to swim back out.[http://www.bay12forums.com/smf/index.php?topic=129889.0] However, it was discovered that dwarves gain swimming skill while simply riding in the minecart. A simple loop track which descends 1 z-level into a pool of water then climbs back out will train your dwarves quickly and conveniently. It is advisable to ensure your pond has a uniform depth--fluid [[flow]] can interfere with the minecart, even knocking it off-track. A depth of 4/7 or 5/7 is ideal. Note that water will slow the minecart considerably; if you use impulse ramps instead of rollers, you'll want one impulse ramp after roughly 10 tiles of 4/7 water.<br />
<br />
{{diagram|spaces=yes|\<br />
z z+1<br />
░░░░░░░░░░░░░░░░░░░░░░░░ ░░░░░░░░░░░░░░░░░░░░░░░░ <br />
░╔══▲══════════▲══════╗░ ░ ░ <br />
░║░░░░░░░░░░░░░░░░░░░░║░ ░ ░░░░░░░░░░░░░░░░░░░░ ░ <br />
░╚════▲═══▲░░░▲══════▲╝░ ░ ▼╗+╞▼ ░ <br />
░░░░░░░░░░░░░░░░░░░░░░░░ ░░░░░░░░░░░║^░░░░░░░░░░░ <br />
░+░ ░H+░ <br />
░+░ ░░+░ <br />
}}<br />
<br />
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]<br />
<br />
# Carve the tracks and add impulse ramps (shown) or rollers on level z. <br />
# Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]] (make sure to leave the corner walls intact).<br />
# Fill the track section on layer z with 4/7 water. <br />
# Link the pressure plate '^' to the hatch cover 'H' (this is necessary to automatically dispose of [[wear|worn]] clothing that dwarves drop at the end of the ride). <br />
# Set stop 1 to ride down the ramp to the east immediately/always.<br />
# Assign a minecart to the route (wooden minecarts are recommended in case of collisions).<br />
# Dwarves with the "Push/Haul Vehicles" labor enabled will now automatically train swimming.<br />
[[ru:Swimming pool]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Burrow&diff=257474
Burrow
2021-03-17T04:01:43Z
<p>Fleeting Frames: /* Limiting civilian citizen jobs */ Note about outside dwarves</p>
<hr />
<div>{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}<br />
{{av}}{{buggy}}<br />
<br />
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.<br />
<br />
== Defining a new burrow ==<br />
<br />
To enter the "define burrow" mode, press {{k|w}}.<br />
<br />
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys ({{k|+}},{{k|-}},{{k|*}}, & {{k|/}}).<br />
<br />
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.<br />
<br />
To configure an existing burrow, select it, then press {{k|enter}} to set the burrow's {{k|n}}ame, {{k|c}}hange the symbol used, and define what tiles it encompasses by setting/e{{k|r}}asing tiles. Defining the burrow's tiles can be done using keyboard to make rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols to help tell them apart.<br />
<br />
== Deleting Burrows ==<br />
<br />
Deleting a burrow is easy, just enter "define burrow" mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}. Uniquely to burrows, erasing all tiles in a burrow will not delete it.<br />
<br />
== Uses for Burrows ==<br />
<br />
=== Limiting civilian citizen jobs ===<br />
<br />
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens & resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.<br />
<br />
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that "job" here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.<br />
<br />
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]<br />
<br />
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.<br />
<br />
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. <br />
<br />
As such, a dwarf's burrow should include: <br />
<br />
* All places they work at, sleep, eat, drink. <br />
* All tools, raw materials, fuel and items they need for above.<br />
* All places the stockpiles they store items in draw from. <br />
* All stockpiles they take items from.<br />
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. <br />
<br />
Take care to avoid dwarf having labors that result in them taking jobs that demand items outside the burrow:<br />
<br />
* Food hauling and food stockpile that takes from anywhere. <br />
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.<br />
* Seek Infant and a baby dropped outside the burrow.<br />
<br />
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside burrow to in. Otherwise, dwarves not assigned to burrow can still do jobs in its area, incl. moving food in<br />
<br />
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.<br />
<br />
† However, active military dwarves are unaffected and can even perform those same drills.<br />
<br />
=== Limit workshops to burrow ===<br />
<br />
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. <br />
<br />
This setting behaves as if workshop or furnace is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. <br />
<br />
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.<br />
<br />
There are some notable differences from using links, however: <br />
<br />
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.<br />
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.<br />
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.<br />
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.<br />
<br />
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...<br />
<br />
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.<br />
<br />
=== Civilian Alerts ===<br />
<br />
Activation: In main menu, hit {{k|m}} to bring up the military menus, and {{k|a}} for alerts. <br />
<br />
(Optionally, using {{k|Up}} and {{k|Down}} arrow keys, select an alert you want civilians to currently use with {{k|Enter}} (default first entry, marked with {{k|[CIV]}}) in leftmost column - optionally creating a new one with {{k|c}} or using {{k|N}} to rename one.)<br />
<br />
Then, navigate to the right {{k|Right}} and use {{k|Up}} and {{k|Down}} arrow keys to select the burrow(s) you want civilians to be restricted to with {{k|Enter}}.<br />
<br />
To unactivate, unassign the burrow(s) or choose another alert to restrict civilians to.<br />
<br />
: Unlike individual citizen burrow assignments, a [[civilian alert]] will apply to all fort civilians and animals. It will order them to go and stay inside the burrows defined in the alert for as long as the alert is active and includes any. Additionally, for that time individual assignments are ignored.<br />
<br />
Most jobs and activities will be cancelled when cut off by civilian alert. However, one should take a look around for any heavy items carrying stragglers that are trying to slowly move their items to inside the burrow, and stop their job so they can drop the item nd flee faster.<br />
<br />
=== Defending an Area ===<br />
''Full article: [[Scheduling]]<br />
<br />
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order "Defend Burrows" '''cannot''' be given without first creating burrows to assign defenders to. Under a "Defend Burrows" order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.<br />
<br />
=== Broker to the Depot, STAT ===<br />
<br />
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.<br />
<br />
===Alternative to Hot Keys===<br />
You can define small burrows to areas you would like to zoom to. Then by pressing "w", select the burrow, "z" to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles. This is useful when you run out of hotkey slots.<br />
<br />
===Causing Insanity===<br />
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.<br />
<br />
== Bugs ==<br />
<br />
Burrows can be powerful tools, but that also means they have the potential to cause many problems.<br />
<br />
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}<br />
<br />
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}<br />
<br />
* [[Dwarf cancels Store Item: Item inaccessible]]" message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.<br />
<br />
* Civilians assigned to a burrow while hauling constantly spam "drop-off inaccessible".{{bug|597}}<br />
<br />
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}<br />
<br />
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}<br />
<br />
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}<br />
<br />
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}<br />
<br />
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}<br />
<br />
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}<br />
{{Category|Fortress mode}}<br />
[[ru:Burrow]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Burrow&diff=257473
Burrow
2021-03-17T03:46:13Z
<p>Fleeting Frames: Reorganization to make it clearer burrows have more uses than restricting your masons, limiting workshops to burrow is no longer new and fleshing it out, minor bug list additions/removals.</p>
<hr />
<div>{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}<br />
{{av}}{{buggy}}<br />
<br />
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.<br />
<br />
== Defining a new burrow ==<br />
<br />
To enter the "define burrow" mode, press {{k|w}}.<br />
<br />
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys ({{k|+}},{{k|-}},{{k|*}}, & {{k|/}}).<br />
<br />
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.<br />
<br />
To configure an existing burrow, select it, then press {{k|enter}} to set the burrow's {{k|n}}ame, {{k|c}}hange the symbol used, and define what tiles it encompasses by setting/e{{k|r}}asing tiles. Defining the burrow's tiles can be done using keyboard to make rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols to help tell them apart.<br />
<br />
== Deleting Burrows ==<br />
<br />
Deleting a burrow is easy, just enter "define burrow" mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}. Uniquely to burrows, erasing all tiles in a burrow will not delete it.<br />
<br />
== Uses for Burrows ==<br />
<br />
=== Limiting civilian citizen jobs ===<br />
<br />
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens & resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.<br />
<br />
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that "job" here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.<br />
<br />
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]<br />
<br />
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.<br />
<br />
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. <br />
<br />
As such, a dwarf's burrow should include: <br />
<br />
* All places they work at, sleep, eat, drink. <br />
* All tools, raw materials, fuel and items they need for above.<br />
* All places the stockpiles they store items in draw from. <br />
* All stockpiles they take items from.<br />
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. <br />
<br />
Take care to avoid dwarf having labors that result in them taking jobs that demand items outside the burrow:<br />
<br />
* Food hauling and food stockpile that takes from anywhere. <br />
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.<br />
* Seek Infant and a baby dropped outside the burrow.<br />
<br />
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside burrow to in.<br />
<br />
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.<br />
<br />
† However, active military dwarves are unaffected and can even perform those same drills.<br />
<br />
=== Limit workshops to burrow ===<br />
<br />
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. <br />
<br />
This setting behaves as if workshop or furnace is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. <br />
<br />
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.<br />
<br />
There are some notable differences from using links, however: <br />
<br />
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.<br />
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.<br />
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.<br />
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.<br />
<br />
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...<br />
<br />
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.<br />
<br />
=== Civilian Alerts ===<br />
<br />
Activation: In main menu, hit {{k|m}} to bring up the military menus, and {{k|a}} for alerts. <br />
<br />
(Optionally, using {{k|Up}} and {{k|Down}} arrow keys, select an alert you want civilians to currently use with {{k|Enter}} (default first entry, marked with {{k|[CIV]}}) in leftmost column - optionally creating a new one with {{k|c}} or using {{k|N}} to rename one.)<br />
<br />
Then, navigate to the right {{k|Right}} and use {{k|Up}} and {{k|Down}} arrow keys to select the burrow(s) you want civilians to be restricted to with {{k|Enter}}.<br />
<br />
To unactivate, unassign the burrow(s) or choose another alert to restrict civilians to.<br />
<br />
: Unlike individual citizen burrow assignments, a [[civilian alert]] will apply to all fort civilians and animals. It will order them to go and stay inside the burrows defined in the alert for as long as the alert is active and includes any. Additionally, for that time individual assignments are ignored.<br />
<br />
Most jobs and activities will be cancelled when cut off by civilian alert. However, one should take a look around for any heavy items carrying stragglers that are trying to slowly move their items to inside the burrow, and stop their job so they can drop the item nd flee faster.<br />
<br />
=== Defending an Area ===<br />
''Full article: [[Scheduling]]<br />
<br />
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order "Defend Burrows" '''cannot''' be given without first creating burrows to assign defenders to. Under a "Defend Burrows" order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.<br />
<br />
=== Broker to the Depot, STAT ===<br />
<br />
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.<br />
<br />
===Alternative to Hot Keys===<br />
You can define small burrows to areas you would like to zoom to. Then by pressing "w", select the burrow, "z" to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles. This is useful when you run out of hotkey slots.<br />
<br />
===Causing Insanity===<br />
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.<br />
<br />
== Bugs ==<br />
<br />
Burrows can be powerful tools, but that also means they have the potential to cause many problems.<br />
<br />
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}<br />
<br />
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}<br />
<br />
* [[Dwarf cancels Store Item: Item inaccessible]]" message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.<br />
<br />
* Civilians assigned to a burrow while hauling constantly spam "drop-off inaccessible".{{bug|597}}<br />
<br />
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}<br />
<br />
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}<br />
<br />
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}<br />
<br />
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}<br />
<br />
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}<br />
<br />
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}<br />
{{Category|Fortress mode}}<br />
[[ru:Burrow]]</div>
Fleeting Frames
https://dwarffortresswiki.org/index.php?title=Pet&diff=257471
Pet
2021-03-16T19:39:12Z
<p>Fleeting Frames: /* Adopting */ adding the availability requirement in first paragraph too to make it clearer.</p>
<hr />
<div>{{Quality|Exceptional|21:48, 30 September 2016 (UTC)}}<br />
{{av}}<br />
'''Pets''' are [[creatures]] that have been adopted by your [[dwarves]]. Almost all domestic animals that are not pets are termed "[[stray]]" animals. All creatures that can be [[Animal trainer|trained]] (those who possess either the {{token|PET}} or {{token|PET_EXOTIC}} [[creature token]]s) can be made into pets; in the case of dwarves, that is most creatures that are not [[:Category:Humanoids|sapient]] (emphasis on the "[[Animal_trainer#Taming_intelligent_creatures|most]]"). All pets will follow their owners around, providing a companionship [[happiness]] bonus (based on the creature's pet value), being fed by their owners if they are [[grazer]]s, and, in many cases, protecting them from harm, either by actively attacking enemies or by acting as meat shields that allow their charges to scramble away to safety.<br />
<br />
=== Pet value ===<br />
All creatures who can become pets (and some who can't, because of missing the aforementioned creature tokens) possess a '''pet value''' in their raw files which determines how much they are worth. Higher pet values normally imply the animal is more exotic, impressive or uncommon than others. For example, a [[dog]] has a pet value of 30, a [[jaguar]] of 50, a [[panda]] of 300 and a [[cave crocodile]] of 700. A creature with no pet value is treated as having a value of 0. See the full [[list of creatures by pet value]] for details.<br />
<br />
Dwarves who adopt creatures with high pet values will be slightly happier than those who adopt creatures with low ones, so Urist McSpiderlover will be especially cheerful to have a [[giant cave spider]] following him around when compared to Urist McCarrotlover and his [[rabbit]]s {{verify}}. Regardless, both low- and high-value pets are a means to keep dwarves from becoming stressed.<br />
<br />
Pet value is most relevant for [[trading]], as it determines how many [[Currency|dwarfbucks]] you'll receive for selling the creature away. It also interferes directly upon taking [[domestic animal]]s during [[embark]]ing, as animals with higher pet values will cost more points than others. The cost in points in the embarking screen is 1+(pet value/2) for an untrained animal and 1+pet value for a war/hunting one.<br />
<br />
=== Adopting ===<br />
Pets cannot be assigned; rather, dwarves will adopt them on an ''ad hoc'' basis. (Except for [[Animal trainer|trained hunting and war animals]], which will be adopted by whomever they are assigned to.) Dwarves that are idling near a wandering [[stray]] animal set available for adoption may choose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy "got a pet" [[thought]]. The chances of this event happening are strongly influenced by your dwarves' personal [[preferences]]; while they will rarely go out of their way to adopt animals, every dwarf has a preference for a certain creature, and will select them as pets when available, often resulting in the fortress engraver being followed around by a family of [[dog|dogs]]. If the owner of a pet dies, the pet will keep their name but become a stray.<br />
<br />
You can control what animals are up for adoption through the animal [[status]] screen, the first tab on the {{k|z}} menu. There, you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a [[cage]], and must be let out to roam for adoption to take place. [[Stray]] animals tend to accumulate at [[meeting area]]s, which facilitates adoption. Make sure that your meeting areas are large enough to accommodate all your strays and prevent [[overcrowding]], and be aware that [[grazer|grazing]] animals tend to starve to death in your [[dining room]] if you do not assign them to a [[pasture]] instead. <br />
<br />
Note that dwarves with a preference for an animal may adopt that animal ''despite'' its not being available for adoption.<br />
<br />
If a [[grazer]] which is ''already'' a pet becomes hungry, it will generate a job for its owner to feed it. However, this job is low-priority, so it's possible for the pet to starve to death if the owner is otherwise occupied.<br />
<br />
[[Cat]]s are notable for being an exception to the rule; they will assign ''themselves'' to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.<br />
<br />
==== Determining ownership ====<br />
The easiest way to determine who is the owner of a pet is to use the {{k|z}}-Stocks screen, /Animals. On that is listed every domestic animal in your fortress, and, if they are owned, the name of their owner.<br />
<br />
For a specific animal, you can also use the {{k|u}}nits menu, under "Pets/Livestock". Select the animal, and {{k|z}}oom to that pet's location, to automatically {{k|v}}iew the details of that creature. At the top of the {{k|g}}eneral information screen (which is the default) are listed the creature's name, the translation of that name, and, if owned, it will state ''"Pet of <the owner>"''. If no owner is listed*, then it is unclaimed.<br />
<br />
(* Usually an unclaimed pet will also be unnamed, however it is possible for a stray animal to earn a name, usually by killing wild animals - this also happens to be true of wild animals who kill dwarves.)<br />
<br />
=== Utility ===<br />
Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies, the owner will get a negative thought, made worse if the pet isn't given a proper [[burial]]. This even happens if the pet dies peacefully, from old age.<br />
<br />
As long as a creature is somebody's pet, they cannot be [[butcher]]ed, [[restraint|chained]], or [[cage]]d; this can lead to a [[catsplosion]] when there are several crazy old cat ladies in your fortress and you don't immediately butcher all the kittens or geld the tomcats. If you do manage to assign a pet to a cage or restraint (by issuing the order before the adoption), the new owner will attempt to release it. Newly acquired pets that were previously scheduled for butchering will still be butchered, however the new owner will experience a negative thought from the loss of their pet.<br />
<br />
Another possible use is for large grazers, which are unable to keep themselves fed via grazing. By turning them into a pet, you can essentially have a dwarf dedicated to keeping them fed. This could open up some interesting options (such as utilizing tame [[elephant]]s, without worrying about them starving themselves).<br />
<br />
=== Good pets ===<br />
The value of a pet is based upon the species' internal pet value. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such things as pet [[alligator]] [[egg production|egg farms]]. Milkable and shearable pets are excellent, since they can still be taken to a [[farmer's workshop]] to get their goods. The best pets of all are [[cave dragon]]s and [[megabeast]]s, if the world is old enough and/or you are lucky enough to cage some.<br />
<br />
=== Migrant pets ===<br />
[[Migrant]]s will bring stray animals, but may also bring one or more pets along. While this can be a boon, some players may find it a hindrance; pet animals with no value beyond [[butchery]], such as [[mule|mules]], may be viewed as clutter, and, as pets, cannot simply be butchered. One solution is to assign them to a [[zone]] designated as a pasture somewhere conveniently dangerous, such as under an [[bridge|atom smasher]], or in a field to trip up [[ambush|ambushers]]. Be warned that dead pets do generate negative [[thought]]s, so it's a judgement call as to which is worse.<br />
<br />
== Vermin ==<br />
Many types of [[vermin]] can be trained and set as available to be a pet. In practice, dwarves rarely have a preference for vermin and so they generally won't adopt any. Adopted vermin are carried by the dwarf as an item. A dwarf may adopt up to three. Migrant dwarves never arrive with vermin for a pet.<br />
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{{Translation<br />
| dwarven = bab<br />
| elvish = querete<br />
| goblin = amro<br />
| human = pathril<br />
}}<br />
[[ru:Pet]]<br />
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{{category|Fortress mode}}</div>
Fleeting Frames