https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Loci&feedformat=atom
Dwarf Fortress Wiki - User contributions [en]
2024-03-28T14:03:39Z
User contributions
MediaWiki 1.35.11
https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&diff=247440
Dwarf Fortress Wiki:Administrative intervention against vandalism
2019-10-06T22:57:54Z
<p>Loci: rsp</p>
<hr />
<div><div style="text-align:left;"><br />
{| class="infobox plainlinks" id="" style="background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;"<br />
! colspan="2" style="border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;" |'''Instructions'''<br />
|-<br />
|<br />
#Reported edits must constitute vandalism.<br />
#Link to both an example of the user's vandalism (the revision, not the current page &mdash; you can use the "Permanent link") and the user's talk page (which is included with {{tl|User}}).<br />
#Add new reports to the top of the list. Use format: <nowiki>#Reporting user {{User|Briess}} for edits [link], [link] and [link] ~~~~ </nowiki><br />
#Please remember to sign the report with <code>~~</code><code>~~</code><br />
#If a report has remained here for more than 24 hours and no action has been taken, please leave a message on an [http://dwarffortresswiki.org/index.php?title=Special%3AListUsers&username=&group=sysop&limit=50 admin's] talk page.<br />
|}<br />
</div><br />
==Reports==<br />
<!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---><br />
*Reporting user {{User|Silverwing235}} for a long-standing pattern of problematic editing. As an example, after the first 3 times Silverwing235 [http://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&curid=32095&diff=247287&oldid=247280 added this error], I [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&curid=36342&diff=247295&oldid=241756 explained the problem] on Silverwing235's talk page. Silverwing235 [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=next&oldid=247295 removed that explanation] with the comment "message received and understood", then less than a day later [http://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&curid=32095&diff=247303&oldid=247296 made the same edit a fourth time]. Silverwing235 started making many problematic edits in July 2018, received a [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=238883&oldid=238709 warning in January 2019], and has continued unabated since; just this weekend I wasted more than two hours reviewing and reverting this user's edits. Sadly, it appears nothing short of a block will stop the problematic editing.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 30 September 2019 (UTC) <br />
** Thank you for dealing with this. As I haven't been very active on the wiki recently, I don't want to take any administrative action on this alone, particularly since some of Silverwing235's edits that I've seen have been constructive (and I don't personally have a good sense of how many have been disruptive). Edit warring isn't good, though - if you've seen more instances of that, or a large number of disruptive edits recently, let me know. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 04:43, 4 October 2019 (UTC)<br />
***The last time you [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=238890&oldid=238883 suggested doing nothing] (nine months ago) it didn't work; I see no reason to assume the results will be different this time around. Since January, Silverwing235 has made 1779 edits, and I have made more than 265 reversions. You might then assume that means that 85% of Silverwing235's edits were "constructive", but the number is considerably lower; Silverwing235 tends to "serial-edit" the same article multiple times in a row and I revert to the last-good version with a single edit. In fact, Silverwing235 has the "current" edit on only 487 of those pages in that time frame, which charitably estimates the "constructive" edit rate somewhere around 50%. Anyway, this prolonged situation has sapped my desire to work on the wiki, so you'll need to find someone else to proofread Silverwing235's edits.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 22:57, 6 October 2019 (UTC)<br />
*vandalism by {{User|Johnhankse}} on 40d:Rose gold, [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&oldid=234402] and [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&oldid=234401] [[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 09:44, 22 December 2017 (UTC)<br />
*advertising by user {{User|Click4Support}} on the page [[Dwarf Fortress Wiki:Page request]] --[[User:Edern76|Edern76]] ([[User talk:Edern76|talk]]) 10:54, 24 February 2014 (UTC)<br />
*reverted edits from IP editor {{User|174.51.109.169}} selling e-cigs at [[Mist]]; "reviewed content and references" lol who does that [[User:Vasiln|Vasiln]] ([[User talk:Vasiln|talk]]) 06:48, 22 February 2014 (UTC)<br />
*godlysockpuppet here, never used a wiki but just reporting that the df2012 page on security design and df2012 page on Maul has been turned to a spam advertising page. Feel free to clean this up or something. //edit I undid the spam. Im the random IP address.<br />
* Reporting {{user|Bancream}} for [http://dwarffortresswiki.org/index.php?title=40d:Pressure&curid=11219&diff=189434&oldid=156802 this edit] on [[40d:Pressure]]. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 13:16, 3 July 2013 (UTC)<br />
* Reporting {{user|Pingping111}} for [http://dwarffortresswiki.org/index.php?title=Talk:Main_Page&oldid=185468 this revision] on [[Talk:Main Page]] (12 separate edits). --{{User:Lethosor/sig}} 17:32, 8 May 2013 (UTC)<br />
* More IP spam from {{User|180.194.171.229}}: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&diff=prev&oldid=183274 here]. --{{User:Lethosor/sig}} 19:28, 5 April 2013 (UTC)<br />
* IP Spam: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&curid=6982&diff=183202&oldid=180867 this edit] by {{User|180.194.169.157}} --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)<br />
: This report and the one following it both come from the 180.194.*.* block of IP addresses. Perhaps this should be looked into. --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)<br />
*IP Spam http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=182911&oldid=180865 <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Old Ancient|Old Ancient]]</small><br />
<br />
* <s>Not sure how to report this, but [[User:71.118.242.47|71.118.242.47]] [http://dwarffortresswiki.org/index.php?title=Bloodline%3ASuccession_League_Games&action=historysubmit&diff=182554&oldid=73455 added over 50000 g's] on [[Bloodline:Succession League Games|this page]]. This doesn't seem like the type of spam we normally see, so I'm not sure if it's a bot, but I wouldn't exactly say it's useful information to have in an article. It also doesn't seem like an automated DOS-type attack, but it definitely isn't a normal edit so I thought I'd post it here. --{{User:Lethosor/sig}} 21:19, 12 March 2013 (UTC)</s><br />
: Considering the lack of spam from this IP since, I don't see any reason to act on this incident now. --{{User:Lethosor/sig}} 20:11, 2 April 2013 (UTC)<br />
<br />
* Reporting [[User:Annaferry]], a user who registered about 10 minutes ago and promptly [http://dwarffortresswiki.org/index.php?title=User_talk:GhostDwemer&oldid=182179 posted spam on GhostDwemer's talk page]. --{{User:Lethosor/sig}} 02:36, 7 March 2013 (UTC)<br />
<br />
* Reporting [[User:Wingramo]] for [http://dwarffortresswiki.org/index.php?title=ASCII_Art_Reward&diff=prev&oldid=179328 this edit]. It supposedly links to the Bay12 Support page but links to downloadranking.com instead. --[[User:Chronotab|Chronotab]] 18:46, 23 February 2013 (UTC)<br />
:Wingramo's [[Special:Contributions/Wingramo|contributions]], also include an edit on [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&diff=prev&oldid=179721 Dwarf Fortress RPG] and [http://dwarffortresswiki.org/index.php?title=History_of_Dwarf_Fortress&action=historysubmit&diff=179417&oldid=177987 History of Dwarf Fortress], which I reverted. They seem to be from December, so I'm surprised they went unnoticed. Strangely, Wingramo hasn't made any edits since then. --{{User:Lethosor/sig}}) 19:49, 23 February 2013 (UTC)<br />
<br />
* Reporting [[User:Alloy7memory]] for [http://dwarffortresswiki.org/index.php?title=Architecture&curid=1583&diff=181412&oldid=181411 this edit], which [[Special:Contributions/174.239.35.25|174.239.35.25]] reverted. It's not exactly "link spam", but the username looks similar to most spambots (although strangely it actually contains real words). --{{User:Lethosor/sig}} 18:06, 23 February 2013 (UTC)<br />
<br />
*Reporting IP [[Special:Contributions/180.194.171.159|180.194.171.159]] for an unrelated link to [http://fosamaxlawsuit12.altervista.org/ something about alcohol abuse] on both [[Bloodline:Succession_League]] and [[Dwarf_Fortress_Wiki:Centralized_Discussion]].<br />
*Reporting IP [[Special:Contributions/80.218.59.174|80.218.59.174]] for an [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&curid=19125&diff=175408&oldid=174954 edit] made to this page itself. --[[User:Cali|Cali]] 01:51, 17 July 2012 (UTC)<br />
*Reporting IP [[Special:Contributions/112.202.121.89|112.202.121.89]] for its "contributions" of spam links. 21:19, 8 July 2012 (UTC)<br />
::Those "contributions" were from a year ago. Considering that there hasn't been any spam from that IP address since then, there's no point in banning it now. I removed the spam. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 20:50, 8 July 2012 (UTC)<br />
*Reporting new user [[User_talk:Puravida|Puravida]] for a spam link on his(?) user talk page [[User_talk:Puravida]]. --[[User:MathFox|MathFox]] 18:20, 8 May 2012 (UTC)<br />
*Reporting new user [[User_talk:BLT111|BLT111]] for placing a link to an "adult tool site" on his(?) user talk page [[User_talk:BLT111]]. --[[User:MathFox|MathFox]] 16:20, 7 May 2012 (UTC)<br />
**Already got that one - somehow, I didn't see the website link, but the rest of the page looked suspicious enough that I banned it anyways. --[[User:Quietust|Quietust]] 16:34, 7 May 2012 (UTC)<br />
***Yes, I edited the url out before posting here... Compliments with the reaction speed! --[[User:MathFox|MathFox]] 16:36, 7 May 2012 (UTC)<br />
****In the future, '''don't do that''' - if a bot puts spam on its talk page, '''blank the entire page''' so it's clear that it needs to be deleted. --[[User:Quietust|Quietust]] 19:45, 7 May 2012 (UTC)<br />
Reporting [[User talk:Celery|Celery]] for all of its "contributions" [[Special:Contributions/Celery|Celery]] [[Special:Contributions/71.75.99.199|71.75.99.199]] 02:50, 20 March 2012 (UTC)<br />
<br />
Reporting [[Special:Contributions/63.248.241.226|63.248.241.226]] for this [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&curid=2&diff=166777&oldid=144963 edit] --[[User:Cali|Cali]] 22:04, 10 March 2012 (UTC)<br />
<br />
Reporting [[User talk:Casinostars|Casinostars]] for spam linking in [[Talk:Main Page]]. [[User:Knight Otu|Knight Otu]] 16:00, 25 January 2012 (UTC)<br />
<br />
#Reporting new user [[User_talk:Neystec1753|Neystec1753]] for placing an advertorial on his(?) user talk page [[User_talk:Neystec1753]]. --[[User:MathFox|MathFox]] 11:00, 22 January 2012 (UTC)<br />
#Reporting user [[User_talk:Cry1313|Cry1313]] for edits [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&curid=5008&diff=159499&oldid=153841] and [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&curid=5008&diff=159500&oldid=159499] [[User:Calc|Calc]] 12:02, 21 January 2012 (UTC)<br />
<br />
Reporting [[User talk:Neucent1742|Neucent1742]] for talk page spam, too. [[User:Knight Otu|Knight Otu]] 16:10, 13 January 2012 (UTC)<br />
<br />
Reporing [[User talk:Giome1861|Giome1861]] for talk page spam. [[User:Knight Otu|Knight Otu]] 13:39, 13 January 2012 (UTC)<br />
<br />
#Reporting new user [[User_talk:Suco1260|Suco1260]] for placing an advertorial on his(?) user talk page [[User_talk:Suco1260]]. --[[User:MathFox|MathFox]] 19:13, 10 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Detoxdietgirl|Detoxdietgirl]] for placing an advertorial on her(?) user talk page [[User_talk:Detoxdietgirl]]. --[[User:MathFox|MathFox]] 12:25, 8 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Exto1871|Exto1871]] for placing an advertorial on his(?) user talk page [[User_talk:Exto1871]]. --[[User:MathFox|MathFox]] 18:04, 5 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Rueti1215|Rueti1215]] for placing an advertorial on his user talk page [[User_talk:Rueti1215]]. --[[User:MathFox|MathFox]] 14:23, 30 December 2011 (UTC)<br />
<br />
#Reporting user [[User_talk:Lethuphuong89|Lethuphuong89]] for two (already reverted) edits [[Special:Contributions/Lethuphuong89]] [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC)<br />
<br />
#Reporting user [[User talk:Tari1388|Tari1388]] for (reverted) talk page spam. [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC) <br />
<br />
#Reporting IP 167.128.19.234 for vandalizing [[Talk:Main Page]] [http://df.magmawiki.com/index.php?title=Talk:Main_Page&oldid=158314]<br />
--[[User:MathFox|MathFox]] 17:12, 9 December 2011 (UTC)<br />
#Reporting IP 94.122.66.247 for inserting spam links into [[Talk:Main Page]] and [[Talk:Main Page/Quote]]<br />
--[[User:MathFox|MathFox]] 13:47, 7 December 2011 (UTC)<br />
#Reporting user [[User_talk:DMundell|DMundell]] for a bunch of spammy links - see [[Yeti]], [[Badger]], etc. I've reverted the edits and removed the spam.<br />
-- [[Special:Contributions/194.200.65.239|194.200.65.239]] 11:34, 30 November 2011 (UTC)<br />
<br />
Um, I don't actually have an account here, but I've just noticed a few things:<br />
<br />
- Clicking on some page links results in downloading a .rar file, named with the name of the page you were trying to go to. There's a blank file inside. Also, the main page is encountering database error. It's like the entire site is having a stroke, so I assume some kind of DDOS-like attack is being carried out.<br />
Reporting user [[User:DivinaLittlefield|DivinaLittlefield]] for a number of edits. - [[User:Knight Otu|Knight Otu]] 20:46, 7 November 2011 (UTC)<br />
:Concur, 3 more edits by [[User:DivinaLittlefield|DivinaLittlefield]] around 21:00 today. Invisible direct and redirection links to a site hawking weight control.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:42, 7 November 2011 (UTC)<br />
<br />
Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)<br />
<br />
Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan <br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)<br />
<br />
Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=153375&oldid=153097 this edit to the Centralized discussion page]. The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)<br />
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&curid=15135&diff=153376&oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.<br />
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)<br />
<br />
Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&curid=17308&diff=153356&oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)<br />
<br />
Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)<br />
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.<br />
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)<br />
<br />
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&diff=153193&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&diff=153194&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&diff=153195&oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&diff=153196&oldid=prev edit]. I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&diff=153197&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&diff=153198&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&diff=153199&oldid=prev edit], or this [http://df.magmawiki.com/index.php?title=40d:Armor&diff=153200&oldid=prev edit]. And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&diff=153201&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&diff=153202&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&diff=153203&oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&diff=153204&oldid=prev edit]? But wait! There's more! This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&diff=153205&oldid=152796 edit] free with purchase! --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)<br />
<br />
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&curid=18784&diff=152872&oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)<br />
:At Wikipedia we'd call that a "test edit" - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet. My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)<br />
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)<br />
<br />
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...<br><br />
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account<br><br />
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account<br><br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)<br><br><br />
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)<br />
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)<br />
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)<br />
<br />
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.<br />
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)<br />
<br />
There was a vandalism at "http://df.magmawiki.com/index.php/DF2010:Ruin". -- Dragongutz<br />
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)<br />
<br />
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&oldid=135938 link]]<br />
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)<br />
::I've seen vandalized main pages like that on the other wikis under attack. I'm not sure, but I think they start doing that only after they've "burrowed" into the site for an extended period of time. I believe the goal is to keep their spam links a part of the wiki for as long as possible. [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)<br />
:::I suspect they were remaining dormant in order to get past the "new user" stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)<br />
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)<br />
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said "You do not have permission to create new pages." (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that "several edits" are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)<br />
::::::I made your user profile page for you. An admin will have to do anything else. Also, I have confirmation now that the webspam team at Google is taking a look at this. They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines. That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this. [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)<br />
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users. Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)<br />
<br />
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&diff=prev&oldid=151343 example]) have added link-spam marked as minor edits. Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)<br />
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)<br />
<br />
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)<br />
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)</div>
Loci
https://dwarffortresswiki.org/index.php?title=Armor&diff=247439
Armor
2019-10-06T22:53:51Z
<p>Loci: rv, "it" isn't better than "he"; you can find instructions for a proper fix here: User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs.<br />
<br />
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''<br />
<br />
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armor slows down dwarves considerably more than it did in the past, making the Armor User skill much more important. In prior versions both movement and attack speeds were slowed by heavy armor. It's unknown whether this is still the case in v0.40.<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 classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.<br />
<br />
Though all clothes can protect from damage, a "true" 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 />
|Mail shirt (upper body + lower body + neck + upper arms + upper legs) <br />
'''and/or''' Breastplate (upper body + lower body)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of chain<br />
|Low boots (feet)<br />
|Buckler<br />
|}<br />
<br />
The first row is the more effective choice, while the second row is an alternative, offering less protection.<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 upper leg from the shirt and lower leg from the boot is complete).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Where 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 ([[reports|report]]ed as "the attack was deflected by his/her <armor>"), they 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 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 />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<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 or leather, both being very light, are very effective. <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 />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center"<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 />
<nowiki>*</nowiki>Bronze here also includes Bismuth Bronze, as both have the same values and are armor-grade metals. [[Black_bronze|Black bronze]] can '''not''' be used for armor.<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals.<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]], requiring [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but also weighs more and is more elastic.<br />
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin 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 is worth its weight in [[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 unparallelled 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, 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 a [[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 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 the fact that 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, where the former must be stripped off of 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 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 weight 1-2 units of weight depending on material and high boots 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 that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which 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?) layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but 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 tend to be at least moderately effective if they are masterworks. 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 block, 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 (steel weapons can easily damage copper armor, etc.), 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 />
[[Quiver]] and [[Backpack]] are also worn on the upper body, counting towards layer permit size.<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 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 matters for bashing attacks and does not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0 Source]<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 which 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. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: 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 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.<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, the total size of '''items in the same layer including the current item''' has to be 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 include 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 />
Under the old system the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body. (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)<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 />
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under "armor" such as boots is recommended for an adventurer.<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 ones upper body plus a helm and six hoods on ones 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 soldiers 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 items size in the calculation), like so;<br />
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.<br />
* Against the breastplate you have '''3 x 15 = 45 < 50''', 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 like this for the rest of the body (most of it is simpler) gives you a final setup of;<br />
<br />
'''Armor'''<br/><br />
1 x breastplate<br /><br />
3 x mail shirts<br /><br />
6 x cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 x dress<br/><br />
3 x robe<br/><br />
3 x cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 x long skirts<br /><br />
1 x greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 x trousers<br /><br />
1 x greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 x trousers<br /><br />
1 x leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 x helm<br /><br />
6 x hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 x pairs of gauntlets<br /><br />
1 x pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 x pairs of gloves<br /><br />
1 x pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 x pairs of chausses<br /><br />
1 x pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 x pairs of socks<br /><br />
1 x pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 x pairs of socks<br /><br />
1 x 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 which 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, and so both always covered.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so 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, lower arm, skip the hand, 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) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.<br />
<br />
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a 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 cover the lower leg. If you consider 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 cover the lower arms. Because there is no other protection for arms as 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. 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. Particularly, 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 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>
Loci
https://dwarffortresswiki.org/index.php?title=Equipment&diff=247438
Equipment
2019-10-06T22:50:51Z
<p>Loci: rv, "unnecessary" each is necessary to specify a disjoint union</p>
<hr />
<div>{{Quality|Superior|21:16, 16 May 2013 (UTC)}}<br />
{{av}}You can currently read about this topic on the '''[[Squad#Equipping_Soldiers|Squads Page]]'''.<br />
<br />
<br />
Outside of standard [[armor]], [[clothing]] and [[weapon]]s, there are only five other equippable or otherwise usable items in ''Dwarf Fortress''.<br />
<br />
* [[Pick]]s allow your dwarves to [[mining|mine]].<br />
* [[Battle axe]]s allow your dwarves to [[wood cutting|chop down trees]].<br />
* [[Backpack]]s allow your dwarves to carry rations.<br />
* [[Flask]]s allow your dwarves to carry water and alcohol. (Leather flasks are called [[waterskin]]s, glass ones are called [[vial]]s.)<br />
* [[Quiver]]s allow your dwarves to carry [[ammunition]].<br />
<br />
==Picks==<br />
<br />
A [[pick]] is a native [[weapon]] that can be [[Metalsmith's forge|forged]] from most (not [[silver]], for example) weapon-grade metals like copper and iron. Picks are required by [[miner]]s to strike the earth, carve staircases and everything else related to the removal of rock and soil tiles, with the exception of rock [[Engraver|smoothing and engraving]]. You will need to supply picks on embark as miners won't bring their own. The material used when making a pick doesn't have any effect on its speed at digging through rock, which depends on the user's [[Mining]] skill level.<br />
<br />
==Battle axes==<br />
<br />
A [[battle axe]] is a native [[weapon]] that can be [[Metalsmith's forge|forged]] from weapon-grade metals like copper and iron. Battle axes are required by [[wood cutter]]s to fell trees. You will need to supply battle axes on embark as wood cutters won't bring their own. The material used when making a battle axe doesn't have any effect on its wood-cutting performance, with the exception of wooden training axes, which can no longer be used to cut down trees.<br />
<br />
==Backpacks==<br />
In [[fortress mode]], [[soldier]]s who are ordered to carry food (from the military menu) will equip a backpack to carry the rations in it, which saves them from going to a [[food]] [[stockpile]] whenever they are hungry. This does not mean that they will eat or drink while on duty, it only means that they will save time on their breaks. To prevent extreme hunger and thirst while dwarves are on an active schedule, you must lower the amount of soldiers required for a scheduled task, so that soldiers can be free to eat and drink.<br />
<br />
Note that inactive squads will still carry food in their backpacks, and will eat it as civilians when hungry. You may wish to disable this, as while eating their rations saves on travel time, the dwarf will not receive any happy [[thoughts]] about their dining area.<br />
<br />
Backpacks can be sewn from leather at the [[leather works]] or [[adamantine]] cloth at a forge.<br />
<br />
In [[adventurer mode]], a backpack is required if you want to carry more than you can hold in your hands. Any items taken from the ground will be automatically placed in the first backpack worn (unless a quiver is worn, which receives any arrow or bolt) with no limit to amount or weight. A backpack can be filled with the {{k|g}} command up to limits too bizarre to be deciphered &mdash; just fill it by taking from the ground, okay?<br />
<br />
==Flasks==<br />
In [[fortress mode]], [[soldier]]s who are ordered to carry a drink (from the military menu) will equip a [[flask]] (or waterskin or vial) to carry the drink in. Due to a bug, dwarves will occasionally choose vials which contain extracts to use as a flask; somehow combining [[dwarven wine]] with [[giant desert scorpion]] venom is completely safe.{{bug|3116}}<br />
<br />
In [[adventurer mode]], a flask can be used to carry liquids.<br />
<br />
==Quivers==<br />
A quiver is an item used to store [[bolt]]s or [[arrow]]s. It is worn on the body, like a backpack. <br />
<br />
Dwarves require a quiver to hold their [[ammo]] whenever engaging in any kind of shooting. Therefore, you'll need at least one quiver for each [[hunter]] and each marksdwarf in your military.<br />
<br />
Quivers are made of leather at a [[leather works]] or [[adamantine]] cloth at a forge. Invaders, merchants, and migrants often have silk and cloth quivers. They are stored in finished goods stockpiles.<br />
<br />
In adventurer mode, arrows and bolts picked up from the ground will automatically be placed in the first quiver worn, which can hold any amount of these ammo types. If filled with the {{k|put}} command, it can hold up to an indeterminate limit of combined items. For examples: a quiver can hold 20 raw or sharpened rocks, or 20 bolts and arrows, but only two weapons or three articles of clothing of any combined weight.<br />
<br />
{{Category|Items}}<br />
{{Category|Military}}<br />
[[ru:Equipment]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Coffin&diff=247437
Coffin
2019-10-06T22:46:35Z
<p>Loci: rv, consequences *still* apply to all non-burial scenarios, just like they did before in revision 236737</p>
<hr />
<div>{{Quality|Exceptional|00:12, 19 April 2013 (UTC)}}{{av}}<br />
<br />
{{furniture|name=Coffin<br />
|tile=0<br />
|wood=y<br />
|stone=y<br />
|metal=y<br />
|glass=y<br />
|rooms=<br />
* [[Tomb]]<br />
}}<br />
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]<br />
'''Burial receptacles''' are [[container]]s for deceased dwarves and [[pet|pets]] that are used to store their [[corpse]]s and other [[remains]]. Somewhat confusingly, they have different names depending on the material used to build them, but thankfully they all function identically and all are produced with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu. This article uses the term "coffin" to describe any burial receptacle for brevity. <br />
<br />
{| border="1" cellpadding="2" class="wikitable"<br />
|-<br />
! Name<br />
! Materials used<br />
|-<br />
| Coffin<br />
| Stone, Glass<br />
|-<br />
| Casket<br />
| Wood<br />
|-<br />
| Sarcophagus<br />
| Metal<br />
|}<br />
<br />
==Usage==<br />
After a coffin is created by the appropriate crafter, it must be built (as furniture) for use. This is done with the {{k|b}}-{{k|n}} keys. Once this is done, the player can access the coffin's [[building]] menu ({{k|q}}) to enable automatic burial (it defaults to ''No''), configure it for {{k|c}}itizens and/or {{k|p}}ets (the default for the latter can be changed in [[d_init.txt]]), or make a [[tomb]] (room). A coffin has been assigned when the message, ''"This is the resting place of __________"'', is displayed; viewing the contents of the coffin using {{k|t}} will show if the assignee has been successfully interred.<br />
<br />
Enabling the "Use for Burial" option will cause the coffin to be automatically assigned to the next creature/pet in the burial queue. Creatures are added to the burial queue when the game notifies you that the creature is dead. (An announcement that they are missing is not sufficient. If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting the corpse to be buried.) The burial queue is the only way to bury pets, caravan guards, and other visitors.<br />
<br />
To bury a specific citizen in a particular coffin, the easiest option is to define the chosen coffin as a [[tomb]] and assign it to the citizen in question. Tombs can be retroactively assigned to dead citizens and residents, allowing the assignee to skip the auto-burial queue. Unfortunately, non-residents cannot be assigned tombs. To get a non-resident into a particular coffin, make sure that no other coffins are available for burial and that the selected creature is next in line for burial. If said creature has already been buried, simply deconstruct the old coffin and that creature will be first in line for a new one. (Deconstructing a coffin will not destroy the remains inside.)<br />
<br />
Coffins do not prevent [[reanimation]], though permanent burial may still be possible if the deceased was thoughtful enough to provide one or more non-reanimatable body parts (e.g. teeth).<br />
<br />
[[File:rustic_coffin.jpg|thumb|230px|center|Rest in peace.]]<br />
<br />
==Advantages==<br />
It is not required to bury the dead; the player may instead engrave [[slab]]s and build [[memorial]]s. One can even simply haul dwarven remains to a corpse [[stockpile]], throw them into [[magma]], or leave them to rot where they fell, though this has several serious consequences - a dwarf viewing the unburied body of any sentient species will receive a horrified thought. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if their loved ones remain unburied, especially if they decay (or [[magma|burn]]) away, and [[miasma]] will be generated if corpses rot inside the fortress. Particularly troubled souls may decide to [[ghost|come back for revenge]].<br />
<br />
==Bugs==<br />
<br />
*Dwarves insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.<br />
<br />
*Dwarves fail to bury remains of werecreatures{{bug|5431}} and reanimated corpses.{{bug|10396}}<br />
<br />
{{buildings}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Meat_industry&diff=247436
Meat industry
2019-10-06T22:43:31Z
<p>Loci: rv, breeding wild animals is considerably different, and no need for parenthetical modding notes</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you're basing your economy on the meat industry, you should keep in mind that the amount of product available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning rates of wild animals, and/or the amount of meat and leather that traders bring.<br />
<br />
Note that the meat industry involves many materials which can [[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately, but the hide needs to be [[tanner|tanned]] into [[leather]], and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
=== Embark ===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diets without having to establish a meat industry proper. Note however that traders will never bring preprocessed [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is a cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
It might be necessary that you request every type of leather in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition, hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking herds of [[giant elephant]]s.<br />
<br />
Upon a successful hunt, the dwarf will return the kill, carrying the [[corpse]] to the nearest [[butcher's shop]] for processing, or the nearest refuse stockpile if available. Failing that, they may leave the corpses wherever they happen to be--meeting areas, bedrooms, etc. Hunters are rather single-minded; when hunting, they will ignore other animals besides their chosen quarry, even if the others are more easily attacked or less dangerous. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher-kill returning.<br />
Hunting makes an erratic but, with a skilled ambusher, bountiful meat source. It avoids the bother of pasturing animals, but comes at the trade-off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
Hunting undead or aggressive animals is much more fun. Unlike the regular animals where agility is required to catch them, these animals will happily come to you. Crossbow bolts and piercing weapons are next to useless in this case, but hunting undead can be a valuable source of meat and bones in an evil biome if you manage to mangle the corpse such that it cannot reanimate. It's also wise to do so as a preemptive measure if you plan to do anything outdoors (before actual hunters, or civilians, come in contact with them). One should take extra caution when doing so though, because even minor zombies like ravens have been known to shatter bone through adamantine and steel.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. <br />
<br />
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.<br />
<br />
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.<br />
<br />
=== Breeding ===<br />
Many animals in ''Dwarf Fortress'' are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one breeding male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, a small percentage of male animals will not breed, so it's best to keep one or two spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per-species population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of juvenile animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
When two animals breed, their genetic traits combine, just like in real life. This means that you can selectively butcher less-desirable specimens to leave only more-desirable breeding stock. This can include your dwarves, although social engineering with intelligent species (i.e. that breed via marriage) is an extra challenge. Extra points for splitting your alpaca herds into one bred for meat and one bred for hair!<br />
<br />
=== Breeding wild animals ===<br />
Most animals that are neither intelligent nor egg-layers will eventually give birth if a male and female are able to touch. Some intelligent creatures can also do this if they don't require marriage to have children (i.e. troglodytes, blind cave ogres). Wild animals require neither food nor water (in the case of intelligent humanoids).<br />
<br />
This can be exploited and has an advantage for several reasons. Animals that are still wild will be butchered regardless of how or why they died; stray animals will only provide meat when slaughtered. This makes penning and breeding of non-tame animals attractive for short-lived species that die often such as rats of any kind, mole dogs, and giant insects. Grazers can also be adequately bred this way if you're only using them for meat; wild draltha, elephants, and giant pandas survive perfectly fine penned underground in pits. Untameable animals can only be bred this way; this includes unicorns, intelligent creatures that don't require marriage (blind cave ogres, troglodytes, possibly merpeople), and other [[fun]] beasts that cannot be tamed.<br />
<br />
Methods for how to do this vary, but chaining is a practical approach. Trapping the offspring is then easy because the adults cannot walk onto the cage traps due to the chains, and the infants will invariably wander; hollowed out mine-shafts that you haven't bothered to fill out make excellent dungeons. Be wary of chaining different creature castes together though. Most neutral creatures are fine with each other, but some of them freak out and get scared; most reactions will provoke a fight and subsequent death of the inmates before children can be received. Chaining up building destroyers can result in potentially unwanted fun as the children proceed to destroy the restraints, freeing their parents, and causing a possible insurrection if they manage to further destroy other restraints in the dungeon and free creatures neutral to them (but hostile to dwarves). Building destroyers can't destroy anything when chained, but should ideally be pitted into pens controlled by bridges (or at least chained with extra cage traps around; and disposable chains). Remember, all creatures can destroy restraints when tantruming, which sometimes occurs with some more disagreeable inmates that happen to be intelligent. Also, cages must be placed one square away from restraints because chained wild animals still trigger cage traps for some reason.<br />
<br />
TRAPAVOID creatures are harder to breed since they cannot easily be caged, chained, or pitted. [[Web]]bed cage traps can work (for non web-immune creatures), though it is possible to seal them in a small area without trapping them first. [[Artifact]] furniture immune to [[building destroyer]]s can be used as permanent bait, but separating the herd for a partial harvest may prove challenging. Creatures which provide a rare resource (like [[shell]]s) may be worth the difficulty to farm, particularly if your map is otherwise devoid of the resource your [[strange mood|moody]] dwarves are clamoring for.<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s: [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow.<br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the "Move trade goods to depot" screen, so you need to {{k|s}}earch for them. Usually however they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
===Shells===<br />
[[Shell]]s are a relatively rare crafting material which may be demanded by dwarves in a [[strange mood]]. Few creatures provide shells, but you may have the opportunity to buy a breeding pair of [[giant tortoise]]s from the elves or hunt a shelled [[forgotten beast|beast]] in the [[cavern]]s. <br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in ''Dwarf Fortress'' that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female chickens for egg-laying purposes, or fewer cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg-laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the [[Utility:Lazy_Newb_Pack|PyLNP-based]] [http://www.bay12forums.com/smf/index.php?topic=126076 Windows Starter Pack] can enable Autonestbox by toggling <tt>Other Automation Plugins</tt> on the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI. [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]<br />
** When adding animals to a pasture, you can filter the animals: <br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** There is unfortunately no in-game UI for this as yet, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future <tt>zone assign</tt> commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&diff=247308
Dwarf Fortress Wiki:Administrative intervention against vandalism
2019-09-30T20:25:47Z
<p>Loci: sp</p>
<hr />
<div><div style="text-align:left;"><br />
{| class="infobox plainlinks" id="" style="background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;"<br />
! colspan="2" style="border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;" |'''Instructions'''<br />
|-<br />
|<br />
#Reported edits must constitute vandalism.<br />
#Link to both an example of the user's vandalism (the revision, not the current page &mdash; you can use the "Permanent link") and the user's talk page (which is included with {{tl|User}}).<br />
#Add new reports to the top of the list. Use format: <nowiki>#Reporting user {{User|Briess}} for edits [link], [link] and [link] ~~~~ </nowiki><br />
#Please remember to sign the report with <code>~~</code><code>~~</code><br />
#If a report has remained here for more than 24 hours and no action has been taken, please leave a message on an [http://dwarffortresswiki.org/index.php?title=Special%3AListUsers&username=&group=sysop&limit=50 admin's] talk page.<br />
|}<br />
</div><br />
==Reports==<br />
<!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---><br />
#Reporting user {{User|Silverwing235}} for a long-standing pattern of problematic editing. As an example, after the first 3 times Silverwing235 [http://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&curid=32095&diff=247287&oldid=247280 added this error], I [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&curid=36342&diff=247295&oldid=241756 explained the problem] on Silverwing235's talk page. Silverwing235 [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=next&oldid=247295 removed that explanation] with the comment "message received and understood", then less than a day later [http://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&curid=32095&diff=247303&oldid=247296 made the same edit a fourth time]. Silverwing235 started making many problematic edits in July 2018, received a [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=238883&oldid=238709 warning in January 2019], and has continued unabated since; just this weekend I wasted more than two hours reviewing and reverting this user's edits. Sadly, it appears nothing short of a block will stop the problematic editing.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 30 September 2019 (UTC) <br />
*vandalism by {{User|Johnhankse}} on 40d:Rose gold, [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&oldid=234402] and [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&oldid=234401] [[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 09:44, 22 December 2017 (UTC)<br />
*advertising by user {{User|Click4Support}} on the page [[Dwarf Fortress Wiki:Page request]] --[[User:Edern76|Edern76]] ([[User talk:Edern76|talk]]) 10:54, 24 February 2014 (UTC)<br />
*reverted edits from IP editor {{User|174.51.109.169}} selling e-cigs at [[Mist]]; "reviewed content and references" lol who does that [[User:Vasiln|Vasiln]] ([[User talk:Vasiln|talk]]) 06:48, 22 February 2014 (UTC)<br />
*godlysockpuppet here, never used a wiki but just reporting that the df2012 page on security design and df2012 page on Maul has been turned to a spam advertising page. Feel free to clean this up or something. //edit I undid the spam. Im the random IP address.<br />
* Reporting {{user|Bancream}} for [http://dwarffortresswiki.org/index.php?title=40d:Pressure&curid=11219&diff=189434&oldid=156802 this edit] on [[40d:Pressure]]. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 13:16, 3 July 2013 (UTC)<br />
* Reporting {{user|Pingping111}} for [http://dwarffortresswiki.org/index.php?title=Talk:Main_Page&oldid=185468 this revision] on [[Talk:Main Page]] (12 separate edits). --{{User:Lethosor/sig}} 17:32, 8 May 2013 (UTC)<br />
* More IP spam from {{User|180.194.171.229}}: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&diff=prev&oldid=183274 here]. --{{User:Lethosor/sig}} 19:28, 5 April 2013 (UTC)<br />
* IP Spam: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&curid=6982&diff=183202&oldid=180867 this edit] by {{User|180.194.169.157}} --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)<br />
: This report and the one following it both come from the 180.194.*.* block of IP addresses. Perhaps this should be looked into. --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)<br />
*IP Spam http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=182911&oldid=180865 <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Old Ancient|Old Ancient]]</small><br />
<br />
* <s>Not sure how to report this, but [[User:71.118.242.47|71.118.242.47]] [http://dwarffortresswiki.org/index.php?title=Bloodline%3ASuccession_League_Games&action=historysubmit&diff=182554&oldid=73455 added over 50000 g's] on [[Bloodline:Succession League Games|this page]]. This doesn't seem like the type of spam we normally see, so I'm not sure if it's a bot, but I wouldn't exactly say it's useful information to have in an article. It also doesn't seem like an automated DOS-type attack, but it definitely isn't a normal edit so I thought I'd post it here. --{{User:Lethosor/sig}} 21:19, 12 March 2013 (UTC)</s><br />
: Considering the lack of spam from this IP since, I don't see any reason to act on this incident now. --{{User:Lethosor/sig}} 20:11, 2 April 2013 (UTC)<br />
<br />
* Reporting [[User:Annaferry]], a user who registered about 10 minutes ago and promptly [http://dwarffortresswiki.org/index.php?title=User_talk:GhostDwemer&oldid=182179 posted spam on GhostDwemer's talk page]. --{{User:Lethosor/sig}} 02:36, 7 March 2013 (UTC)<br />
<br />
* Reporting [[User:Wingramo]] for [http://dwarffortresswiki.org/index.php?title=ASCII_Art_Reward&diff=prev&oldid=179328 this edit]. It supposedly links to the Bay12 Support page but links to downloadranking.com instead. --[[User:Chronotab|Chronotab]] 18:46, 23 February 2013 (UTC)<br />
:Wingramo's [[Special:Contributions/Wingramo|contributions]], also include an edit on [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&diff=prev&oldid=179721 Dwarf Fortress RPG] and [http://dwarffortresswiki.org/index.php?title=History_of_Dwarf_Fortress&action=historysubmit&diff=179417&oldid=177987 History of Dwarf Fortress], which I reverted. They seem to be from December, so I'm surprised they went unnoticed. Strangely, Wingramo hasn't made any edits since then. --{{User:Lethosor/sig}}) 19:49, 23 February 2013 (UTC)<br />
<br />
* Reporting [[User:Alloy7memory]] for [http://dwarffortresswiki.org/index.php?title=Architecture&curid=1583&diff=181412&oldid=181411 this edit], which [[Special:Contributions/174.239.35.25|174.239.35.25]] reverted. It's not exactly "link spam", but the username looks similar to most spambots (although strangely it actually contains real words). --{{User:Lethosor/sig}} 18:06, 23 February 2013 (UTC)<br />
<br />
*Reporting IP [[Special:Contributions/180.194.171.159|180.194.171.159]] for an unrelated link to [http://fosamaxlawsuit12.altervista.org/ something about alcohol abuse] on both [[Bloodline:Succession_League]] and [[Dwarf_Fortress_Wiki:Centralized_Discussion]].<br />
*Reporting IP [[Special:Contributions/80.218.59.174|80.218.59.174]] for an [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&curid=19125&diff=175408&oldid=174954 edit] made to this page itself. --[[User:Cali|Cali]] 01:51, 17 July 2012 (UTC)<br />
*Reporting IP [[Special:Contributions/112.202.121.89|112.202.121.89]] for its "contributions" of spam links. 21:19, 8 July 2012 (UTC)<br />
::Those "contributions" were from a year ago. Considering that there hasn't been any spam from that IP address since then, there's no point in banning it now. I removed the spam. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 20:50, 8 July 2012 (UTC)<br />
*Reporting new user [[User_talk:Puravida|Puravida]] for a spam link on his(?) user talk page [[User_talk:Puravida]]. --[[User:MathFox|MathFox]] 18:20, 8 May 2012 (UTC)<br />
*Reporting new user [[User_talk:BLT111|BLT111]] for placing a link to an "adult tool site" on his(?) user talk page [[User_talk:BLT111]]. --[[User:MathFox|MathFox]] 16:20, 7 May 2012 (UTC)<br />
**Already got that one - somehow, I didn't see the website link, but the rest of the page looked suspicious enough that I banned it anyways. --[[User:Quietust|Quietust]] 16:34, 7 May 2012 (UTC)<br />
***Yes, I edited the url out before posting here... Compliments with the reaction speed! --[[User:MathFox|MathFox]] 16:36, 7 May 2012 (UTC)<br />
****In the future, '''don't do that''' - if a bot puts spam on its talk page, '''blank the entire page''' so it's clear that it needs to be deleted. --[[User:Quietust|Quietust]] 19:45, 7 May 2012 (UTC)<br />
Reporting [[User talk:Celery|Celery]] for all of its "contributions" [[Special:Contributions/Celery|Celery]] [[Special:Contributions/71.75.99.199|71.75.99.199]] 02:50, 20 March 2012 (UTC)<br />
<br />
Reporting [[Special:Contributions/63.248.241.226|63.248.241.226]] for this [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&curid=2&diff=166777&oldid=144963 edit] --[[User:Cali|Cali]] 22:04, 10 March 2012 (UTC)<br />
<br />
Reporting [[User talk:Casinostars|Casinostars]] for spam linking in [[Talk:Main Page]]. [[User:Knight Otu|Knight Otu]] 16:00, 25 January 2012 (UTC)<br />
<br />
#Reporting new user [[User_talk:Neystec1753|Neystec1753]] for placing an advertorial on his(?) user talk page [[User_talk:Neystec1753]]. --[[User:MathFox|MathFox]] 11:00, 22 January 2012 (UTC)<br />
#Reporting user [[User_talk:Cry1313|Cry1313]] for edits [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&curid=5008&diff=159499&oldid=153841] and [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&curid=5008&diff=159500&oldid=159499] [[User:Calc|Calc]] 12:02, 21 January 2012 (UTC)<br />
<br />
Reporting [[User talk:Neucent1742|Neucent1742]] for talk page spam, too. [[User:Knight Otu|Knight Otu]] 16:10, 13 January 2012 (UTC)<br />
<br />
Reporing [[User talk:Giome1861|Giome1861]] for talk page spam. [[User:Knight Otu|Knight Otu]] 13:39, 13 January 2012 (UTC)<br />
<br />
#Reporting new user [[User_talk:Suco1260|Suco1260]] for placing an advertorial on his(?) user talk page [[User_talk:Suco1260]]. --[[User:MathFox|MathFox]] 19:13, 10 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Detoxdietgirl|Detoxdietgirl]] for placing an advertorial on her(?) user talk page [[User_talk:Detoxdietgirl]]. --[[User:MathFox|MathFox]] 12:25, 8 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Exto1871|Exto1871]] for placing an advertorial on his(?) user talk page [[User_talk:Exto1871]]. --[[User:MathFox|MathFox]] 18:04, 5 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Rueti1215|Rueti1215]] for placing an advertorial on his user talk page [[User_talk:Rueti1215]]. --[[User:MathFox|MathFox]] 14:23, 30 December 2011 (UTC)<br />
<br />
#Reporting user [[User_talk:Lethuphuong89|Lethuphuong89]] for two (already reverted) edits [[Special:Contributions/Lethuphuong89]] [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC)<br />
<br />
#Reporting user [[User talk:Tari1388|Tari1388]] for (reverted) talk page spam. [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC) <br />
<br />
#Reporting IP 167.128.19.234 for vandalizing [[Talk:Main Page]] [http://df.magmawiki.com/index.php?title=Talk:Main_Page&oldid=158314]<br />
--[[User:MathFox|MathFox]] 17:12, 9 December 2011 (UTC)<br />
#Reporting IP 94.122.66.247 for inserting spam links into [[Talk:Main Page]] and [[Talk:Main Page/Quote]]<br />
--[[User:MathFox|MathFox]] 13:47, 7 December 2011 (UTC)<br />
#Reporting user [[User_talk:DMundell|DMundell]] for a bunch of spammy links - see [[Yeti]], [[Badger]], etc. I've reverted the edits and removed the spam.<br />
-- [[Special:Contributions/194.200.65.239|194.200.65.239]] 11:34, 30 November 2011 (UTC)<br />
<br />
Um, I don't actually have an account here, but I've just noticed a few things:<br />
<br />
- Clicking on some page links results in downloading a .rar file, named with the name of the page you were trying to go to. There's a blank file inside. Also, the main page is encountering database error. It's like the entire site is having a stroke, so I assume some kind of DDOS-like attack is being carried out.<br />
Reporting user [[User:DivinaLittlefield|DivinaLittlefield]] for a number of edits. - [[User:Knight Otu|Knight Otu]] 20:46, 7 November 2011 (UTC)<br />
:Concur, 3 more edits by [[User:DivinaLittlefield|DivinaLittlefield]] around 21:00 today. Invisible direct and redirection links to a site hawking weight control.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:42, 7 November 2011 (UTC)<br />
<br />
Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)<br />
<br />
Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan <br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)<br />
<br />
Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=153375&oldid=153097 this edit to the Centralized discussion page]. The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)<br />
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&curid=15135&diff=153376&oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.<br />
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)<br />
<br />
Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&curid=17308&diff=153356&oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)<br />
<br />
Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)<br />
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.<br />
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)<br />
<br />
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&diff=153193&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&diff=153194&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&diff=153195&oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&diff=153196&oldid=prev edit]. I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&diff=153197&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&diff=153198&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&diff=153199&oldid=prev edit], or this [http://df.magmawiki.com/index.php?title=40d:Armor&diff=153200&oldid=prev edit]. And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&diff=153201&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&diff=153202&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&diff=153203&oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&diff=153204&oldid=prev edit]? But wait! There's more! This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&diff=153205&oldid=152796 edit] free with purchase! --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)<br />
<br />
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&curid=18784&diff=152872&oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)<br />
:At Wikipedia we'd call that a "test edit" - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet. My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)<br />
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)<br />
<br />
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...<br><br />
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account<br><br />
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account<br><br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)<br><br><br />
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)<br />
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)<br />
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)<br />
<br />
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.<br />
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)<br />
<br />
There was a vandalism at "http://df.magmawiki.com/index.php/DF2010:Ruin". -- Dragongutz<br />
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)<br />
<br />
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&oldid=135938 link]]<br />
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)<br />
::I've seen vandalized main pages like that on the other wikis under attack. I'm not sure, but I think they start doing that only after they've "burrowed" into the site for an extended period of time. I believe the goal is to keep their spam links a part of the wiki for as long as possible. [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)<br />
:::I suspect they were remaining dormant in order to get past the "new user" stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)<br />
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)<br />
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said "You do not have permission to create new pages." (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that "several edits" are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)<br />
::::::I made your user profile page for you. An admin will have to do anything else. Also, I have confirmation now that the webspam team at Google is taking a look at this. They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines. That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this. [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)<br />
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users. Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)<br />
<br />
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&diff=prev&oldid=151343 example]) have added link-spam marked as minor edits. Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)<br />
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)<br />
<br />
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)<br />
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)</div>
Loci
https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&diff=247307
Dwarf Fortress Wiki:Administrative intervention against vandalism
2019-09-30T20:21:32Z
<p>Loci: +Silverwing235</p>
<hr />
<div><div style="text-align:left;"><br />
{| class="infobox plainlinks" id="" style="background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;"<br />
! colspan="2" style="border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;" |'''Instructions'''<br />
|-<br />
|<br />
#Reported edits must constitute vandalism.<br />
#Link to both an example of the user's vandalism (the revision, not the current page &mdash; you can use the "Permanent link") and the user's talk page (which is included with {{tl|User}}).<br />
#Add new reports to the top of the list. Use format: <nowiki>#Reporting user {{User|Briess}} for edits [link], [link] and [link] ~~~~ </nowiki><br />
#Please remember to sign the report with <code>~~</code><code>~~</code><br />
#If a report has remained here for more than 24 hours and no action has been taken, please leave a message on an [http://dwarffortresswiki.org/index.php?title=Special%3AListUsers&username=&group=sysop&limit=50 admin's] talk page.<br />
|}<br />
</div><br />
==Reports==<br />
<!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---><br />
#Reporting user {{User|Silverwing235}} for a long-standing pattern of problematic editing. As an example, after the first 3 times Silverwing235 [http://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&curid=32095&diff=247287&oldid=247280 added this error], I [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&curid=36342&diff=247295&oldid=241756 explained the problem] on Silverwing235's talk page. Silverwing235 [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=next&oldid=247295 removed that explanation] with the comment "message received and understood", then less than a day later [http://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&curid=32095&diff=247303&oldid=247296 made the same edit a fourth time]. Silverwing235 started making many problematic edits in July 2018, recieved a [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=238883&oldid=238709 warning in January 2019], and has continued unabated since; just this weekend I wasted more than two hours reviewing and reverting this user's edits. Sadly, it appears nothing short of a block will stop the problematic editing.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 30 September 2019 (UTC) <br />
*vandalism by {{User|Johnhankse}} on 40d:Rose gold, [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&oldid=234402] and [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&oldid=234401] [[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 09:44, 22 December 2017 (UTC)<br />
*advertising by user {{User|Click4Support}} on the page [[Dwarf Fortress Wiki:Page request]] --[[User:Edern76|Edern76]] ([[User talk:Edern76|talk]]) 10:54, 24 February 2014 (UTC)<br />
*reverted edits from IP editor {{User|174.51.109.169}} selling e-cigs at [[Mist]]; "reviewed content and references" lol who does that [[User:Vasiln|Vasiln]] ([[User talk:Vasiln|talk]]) 06:48, 22 February 2014 (UTC)<br />
*godlysockpuppet here, never used a wiki but just reporting that the df2012 page on security design and df2012 page on Maul has been turned to a spam advertising page. Feel free to clean this up or something. //edit I undid the spam. Im the random IP address.<br />
* Reporting {{user|Bancream}} for [http://dwarffortresswiki.org/index.php?title=40d:Pressure&curid=11219&diff=189434&oldid=156802 this edit] on [[40d:Pressure]]. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 13:16, 3 July 2013 (UTC)<br />
* Reporting {{user|Pingping111}} for [http://dwarffortresswiki.org/index.php?title=Talk:Main_Page&oldid=185468 this revision] on [[Talk:Main Page]] (12 separate edits). --{{User:Lethosor/sig}} 17:32, 8 May 2013 (UTC)<br />
* More IP spam from {{User|180.194.171.229}}: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&diff=prev&oldid=183274 here]. --{{User:Lethosor/sig}} 19:28, 5 April 2013 (UTC)<br />
* IP Spam: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&curid=6982&diff=183202&oldid=180867 this edit] by {{User|180.194.169.157}} --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)<br />
: This report and the one following it both come from the 180.194.*.* block of IP addresses. Perhaps this should be looked into. --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)<br />
*IP Spam http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=182911&oldid=180865 <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Old Ancient|Old Ancient]]</small><br />
<br />
* <s>Not sure how to report this, but [[User:71.118.242.47|71.118.242.47]] [http://dwarffortresswiki.org/index.php?title=Bloodline%3ASuccession_League_Games&action=historysubmit&diff=182554&oldid=73455 added over 50000 g's] on [[Bloodline:Succession League Games|this page]]. This doesn't seem like the type of spam we normally see, so I'm not sure if it's a bot, but I wouldn't exactly say it's useful information to have in an article. It also doesn't seem like an automated DOS-type attack, but it definitely isn't a normal edit so I thought I'd post it here. --{{User:Lethosor/sig}} 21:19, 12 March 2013 (UTC)</s><br />
: Considering the lack of spam from this IP since, I don't see any reason to act on this incident now. --{{User:Lethosor/sig}} 20:11, 2 April 2013 (UTC)<br />
<br />
* Reporting [[User:Annaferry]], a user who registered about 10 minutes ago and promptly [http://dwarffortresswiki.org/index.php?title=User_talk:GhostDwemer&oldid=182179 posted spam on GhostDwemer's talk page]. --{{User:Lethosor/sig}} 02:36, 7 March 2013 (UTC)<br />
<br />
* Reporting [[User:Wingramo]] for [http://dwarffortresswiki.org/index.php?title=ASCII_Art_Reward&diff=prev&oldid=179328 this edit]. It supposedly links to the Bay12 Support page but links to downloadranking.com instead. --[[User:Chronotab|Chronotab]] 18:46, 23 February 2013 (UTC)<br />
:Wingramo's [[Special:Contributions/Wingramo|contributions]], also include an edit on [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&diff=prev&oldid=179721 Dwarf Fortress RPG] and [http://dwarffortresswiki.org/index.php?title=History_of_Dwarf_Fortress&action=historysubmit&diff=179417&oldid=177987 History of Dwarf Fortress], which I reverted. They seem to be from December, so I'm surprised they went unnoticed. Strangely, Wingramo hasn't made any edits since then. --{{User:Lethosor/sig}}) 19:49, 23 February 2013 (UTC)<br />
<br />
* Reporting [[User:Alloy7memory]] for [http://dwarffortresswiki.org/index.php?title=Architecture&curid=1583&diff=181412&oldid=181411 this edit], which [[Special:Contributions/174.239.35.25|174.239.35.25]] reverted. It's not exactly "link spam", but the username looks similar to most spambots (although strangely it actually contains real words). --{{User:Lethosor/sig}} 18:06, 23 February 2013 (UTC)<br />
<br />
*Reporting IP [[Special:Contributions/180.194.171.159|180.194.171.159]] for an unrelated link to [http://fosamaxlawsuit12.altervista.org/ something about alcohol abuse] on both [[Bloodline:Succession_League]] and [[Dwarf_Fortress_Wiki:Centralized_Discussion]].<br />
*Reporting IP [[Special:Contributions/80.218.59.174|80.218.59.174]] for an [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&curid=19125&diff=175408&oldid=174954 edit] made to this page itself. --[[User:Cali|Cali]] 01:51, 17 July 2012 (UTC)<br />
*Reporting IP [[Special:Contributions/112.202.121.89|112.202.121.89]] for its "contributions" of spam links. 21:19, 8 July 2012 (UTC)<br />
::Those "contributions" were from a year ago. Considering that there hasn't been any spam from that IP address since then, there's no point in banning it now. I removed the spam. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 20:50, 8 July 2012 (UTC)<br />
*Reporting new user [[User_talk:Puravida|Puravida]] for a spam link on his(?) user talk page [[User_talk:Puravida]]. --[[User:MathFox|MathFox]] 18:20, 8 May 2012 (UTC)<br />
*Reporting new user [[User_talk:BLT111|BLT111]] for placing a link to an "adult tool site" on his(?) user talk page [[User_talk:BLT111]]. --[[User:MathFox|MathFox]] 16:20, 7 May 2012 (UTC)<br />
**Already got that one - somehow, I didn't see the website link, but the rest of the page looked suspicious enough that I banned it anyways. --[[User:Quietust|Quietust]] 16:34, 7 May 2012 (UTC)<br />
***Yes, I edited the url out before posting here... Compliments with the reaction speed! --[[User:MathFox|MathFox]] 16:36, 7 May 2012 (UTC)<br />
****In the future, '''don't do that''' - if a bot puts spam on its talk page, '''blank the entire page''' so it's clear that it needs to be deleted. --[[User:Quietust|Quietust]] 19:45, 7 May 2012 (UTC)<br />
Reporting [[User talk:Celery|Celery]] for all of its "contributions" [[Special:Contributions/Celery|Celery]] [[Special:Contributions/71.75.99.199|71.75.99.199]] 02:50, 20 March 2012 (UTC)<br />
<br />
Reporting [[Special:Contributions/63.248.241.226|63.248.241.226]] for this [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&curid=2&diff=166777&oldid=144963 edit] --[[User:Cali|Cali]] 22:04, 10 March 2012 (UTC)<br />
<br />
Reporting [[User talk:Casinostars|Casinostars]] for spam linking in [[Talk:Main Page]]. [[User:Knight Otu|Knight Otu]] 16:00, 25 January 2012 (UTC)<br />
<br />
#Reporting new user [[User_talk:Neystec1753|Neystec1753]] for placing an advertorial on his(?) user talk page [[User_talk:Neystec1753]]. --[[User:MathFox|MathFox]] 11:00, 22 January 2012 (UTC)<br />
#Reporting user [[User_talk:Cry1313|Cry1313]] for edits [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&curid=5008&diff=159499&oldid=153841] and [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&curid=5008&diff=159500&oldid=159499] [[User:Calc|Calc]] 12:02, 21 January 2012 (UTC)<br />
<br />
Reporting [[User talk:Neucent1742|Neucent1742]] for talk page spam, too. [[User:Knight Otu|Knight Otu]] 16:10, 13 January 2012 (UTC)<br />
<br />
Reporing [[User talk:Giome1861|Giome1861]] for talk page spam. [[User:Knight Otu|Knight Otu]] 13:39, 13 January 2012 (UTC)<br />
<br />
#Reporting new user [[User_talk:Suco1260|Suco1260]] for placing an advertorial on his(?) user talk page [[User_talk:Suco1260]]. --[[User:MathFox|MathFox]] 19:13, 10 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Detoxdietgirl|Detoxdietgirl]] for placing an advertorial on her(?) user talk page [[User_talk:Detoxdietgirl]]. --[[User:MathFox|MathFox]] 12:25, 8 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Exto1871|Exto1871]] for placing an advertorial on his(?) user talk page [[User_talk:Exto1871]]. --[[User:MathFox|MathFox]] 18:04, 5 January 2012 (UTC)<br />
#Reporting new user [[User_talk:Rueti1215|Rueti1215]] for placing an advertorial on his user talk page [[User_talk:Rueti1215]]. --[[User:MathFox|MathFox]] 14:23, 30 December 2011 (UTC)<br />
<br />
#Reporting user [[User_talk:Lethuphuong89|Lethuphuong89]] for two (already reverted) edits [[Special:Contributions/Lethuphuong89]] [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC)<br />
<br />
#Reporting user [[User talk:Tari1388|Tari1388]] for (reverted) talk page spam. [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC) <br />
<br />
#Reporting IP 167.128.19.234 for vandalizing [[Talk:Main Page]] [http://df.magmawiki.com/index.php?title=Talk:Main_Page&oldid=158314]<br />
--[[User:MathFox|MathFox]] 17:12, 9 December 2011 (UTC)<br />
#Reporting IP 94.122.66.247 for inserting spam links into [[Talk:Main Page]] and [[Talk:Main Page/Quote]]<br />
--[[User:MathFox|MathFox]] 13:47, 7 December 2011 (UTC)<br />
#Reporting user [[User_talk:DMundell|DMundell]] for a bunch of spammy links - see [[Yeti]], [[Badger]], etc. I've reverted the edits and removed the spam.<br />
-- [[Special:Contributions/194.200.65.239|194.200.65.239]] 11:34, 30 November 2011 (UTC)<br />
<br />
Um, I don't actually have an account here, but I've just noticed a few things:<br />
<br />
- Clicking on some page links results in downloading a .rar file, named with the name of the page you were trying to go to. There's a blank file inside. Also, the main page is encountering database error. It's like the entire site is having a stroke, so I assume some kind of DDOS-like attack is being carried out.<br />
Reporting user [[User:DivinaLittlefield|DivinaLittlefield]] for a number of edits. - [[User:Knight Otu|Knight Otu]] 20:46, 7 November 2011 (UTC)<br />
:Concur, 3 more edits by [[User:DivinaLittlefield|DivinaLittlefield]] around 21:00 today. Invisible direct and redirection links to a site hawking weight control.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:42, 7 November 2011 (UTC)<br />
<br />
Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)<br />
<br />
Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan <br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)<br />
<br />
Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=153375&oldid=153097 this edit to the Centralized discussion page]. The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)<br />
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&curid=15135&diff=153376&oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.<br />
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)<br />
<br />
Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&curid=17308&diff=153356&oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)<br />
<br />
Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)<br />
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.<br />
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)<br />
<br />
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&diff=153193&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&diff=153194&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&diff=153195&oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&diff=153196&oldid=prev edit]. I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&diff=153197&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&diff=153198&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&diff=153199&oldid=prev edit], or this [http://df.magmawiki.com/index.php?title=40d:Armor&diff=153200&oldid=prev edit]. And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&diff=153201&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&diff=153202&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&diff=153203&oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&diff=153204&oldid=prev edit]? But wait! There's more! This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&diff=153205&oldid=152796 edit] free with purchase! --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)<br />
<br />
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&curid=18784&diff=152872&oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)<br />
:At Wikipedia we'd call that a "test edit" - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet. My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)<br />
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)<br />
<br />
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...<br><br />
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account<br><br />
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account<br><br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)<br><br><br />
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)<br />
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)<br />
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)<br />
<br />
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.<br />
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)<br />
<br />
There was a vandalism at "http://df.magmawiki.com/index.php/DF2010:Ruin". -- Dragongutz<br />
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)<br />
<br />
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&oldid=135938 link]]<br />
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)<br />
::I've seen vandalized main pages like that on the other wikis under attack. I'm not sure, but I think they start doing that only after they've "burrowed" into the site for an extended period of time. I believe the goal is to keep their spam links a part of the wiki for as long as possible. [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)<br />
:::I suspect they were remaining dormant in order to get past the "new user" stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)<br />
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)<br />
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said "You do not have permission to create new pages." (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that "several edits" are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)<br />
::::::I made your user profile page for you. An admin will have to do anything else. Also, I have confirmation now that the webspam team at Google is taking a look at this. They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines. That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this. [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)<br />
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users. Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)<br />
<br />
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&diff=prev&oldid=151343 example]) have added link-spam marked as minor edits. Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)<br />
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)<br />
<br />
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)<br />
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)</div>
Loci
https://dwarffortresswiki.org/index.php?title=Angel&diff=247297
Angel
2019-09-29T17:30:47Z
<p>Loci: -cap; hypen -> dash</p>
<hr />
<div>{{Quality|Superior|21:19, 20 September 2016 (UTC)}}<br />
{{av}}<br />
{{spoiler|filler=<br><br><br><br>}}<br />
[[File:Bim-sarasti.jpg|thumb|center|600px|"Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]<br />
<br />
{{Translation<br />
| dwarven = sedil<br />
| elvish = thili<br />
| goblin = asmuk<br />
| human = idla<br />
}}<br />
'''Angels''' {{Raw Tile|Ä|7:0}} are incredibly powerful, procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is arguably the endgame of [[adventurer mode]].<br />
<br />
==Overview==<br />
<br />
Angels are randomly generated at worldgen, with appearance, arms, and armor determined by the [[sphere]]s of their creator. The term "angel" is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, with fittingly vile appearances, but even those associated with neutral or supposedly positive spheres tend to be utterly bizarre in appearance. The War, valor and fortresses spheres boost the natural combat skills of the "'''Soldier'''" angel type to 10 from 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god will more likely have crystal angels, etc. (there are about 30 spheres with material links.) Death, misery, darkness and night sphere angels can have dark color alterations.<br />
<br />
All angels share certain traits, however. They are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. Assistants and Soldiers are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called "divine sickness", whose effects are randomized but typically include effects such as vomiting blood, blisters, numbness and nausea.<br />
<br />
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.<br />
<br />
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes--a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level training grounds. Try to kill at least one Soldier and pick up his gear. Your adventure will instantly become much easier.<br />
<br />
Angels can't be directly encountered in [[fortress mode]], though dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault, its angels become a playable race in adventure mode.<br />
<br />
==Angel types==<br />
[[File:Angel_Size.png|thumb|200px|Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.]]<br />
Angels come in three categories:<br />
<br />
===Assistant===<br />
<br />
'''Assistants''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor, though they are able to equip them given the chance. A vault always contains exactly 50 of them.<br />
<br />
===Soldier===<br />
<br />
'''Soldiers''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have "Talented" level combat skills. Their size is highly randomized, and they can be larger as well as smaller than an average [[human]]. In some cases, their size difference from the player will be so marginal that they become able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language.<br />
<br />
===Archangel===<br />
<br />
The '''Archangel''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They stand 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them equivalent in power to a unique demon, or the most difficult individual foe the game has to offer. Due to this, they may very well be the closest thing to a 'final boss' in the game.<br />
<br />
Defeating the archangel grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]].<br />
<br />
==Divine language==<br />
{{Main|Divine language}}<br />
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.<br />
<br />
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.<br />
<br />
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]<br />
<br />
[CREATURE:HF852 DIVINE_2]<br />
[DESCRIPTION:A one-eyed humanoid. It has large mandibles and it has a rattling exhale. Its gray skin is leathery. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]<br />
[NAME:Dead Minion:Dead Minions:Dead minion]<br />
[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]<br />
[GENERATED]<br />
[SOURCE_HFID:852]<br />
[LARGE_PREDATOR]<br />
[DIFFICULTY:2]<br />
[NATURAL_SKILL:WRESTLING:4]<br />
[NATURAL_SKILL:BITE:4]<br />
[NATURAL_SKILL:GRASP_STRIKE:4]<br />
[NATURAL_SKILL:STANCE_STRIKE:4]<br />
[NATURAL_SKILL:MELEE_COMBAT:4]<br />
[NATURAL_SKILL:RANGED_COMBAT:4]<br />
[NATURAL_SKILL:DODGING:4]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]<br />
[LARGE_ROAMING]<br />
[MALE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BALANCE]<br />
[SPHERE:DEATH]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:DISEASE]<br />
[SPHERE:SUICIDE]<br />
[BODY_SIZE:0:0:70000]<br />
[CREATURE_TILE:142]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN: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:SKIN]<br />
[STATE_COLOR:ALL_SOLID:GRAY]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:6:0:0]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<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 />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]<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 />
[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]( [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 />
<br />
[CREATURE:HF852 DIVINE_1]<br />
[DESCRIPTION:A large humanoid composed of vomit. It has wings and its body is bent and misshapen. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]<br />
[NAME:Warrior of Deformity:Warriors of Deformity:warrior]<br />
[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]<br />
[GENERATED]<br />
[SOURCE_HFID:852]<br />
[DIFFICULTY:6]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[LARGE_ROAMING]<br />
[FEMALE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<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:RANGED_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[NATURAL_SKILL:AXE:6]<br />
[NATURAL_SKILL:SWORD:6]<br />
[NATURAL_SKILL:DAGGER:6]<br />
[NATURAL_SKILL:PIKE:6]<br />
[NATURAL_SKILL:MACE:6]<br />
[NATURAL_SKILL:HAMMER:6]<br />
[NATURAL_SKILL:WHIP:6]<br />
[NATURAL_SKILL:SPEAR:6]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BALANCE]<br />
[SPHERE:DEATH]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:DISEASE]<br />
[SPHERE:SUICIDE]<br />
[BODY_SIZE:0:0:80000]<br />
[CREATURE_TILE:142]<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_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:VOMIT]<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:vomit]<br />
[ODOR_LEVEL:90]<br />
[COLOR:2:0:0]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:divine sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<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 />
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:sting:stings]<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_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<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]( [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 />
<br />
[CREATURE:HF852 DIVINE_3]<br />
[DESCRIPTION:A great pterosaur composed of grime and filth. It has two long, spiral horns and it has a rattling exhale. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]<br />
[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]<br />
[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]<br />
[GENERATED]<br />
[SOURCE_HFID:852]<br />
[LARGE_PREDATOR]<br />
[DIFFICULTY:10]<br />
[NATURAL_SKILL:WRESTLING:14]<br />
[NATURAL_SKILL:BITE:14]<br />
[NATURAL_SKILL:GRASP_STRIKE:14]<br />
[NATURAL_SKILL:STANCE_STRIKE:14]<br />
[NATURAL_SKILL:MELEE_COMBAT:14]<br />
[NATURAL_SKILL:RANGED_COMBAT:14]<br />
[NATURAL_SKILL:DODGING:14]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]<br />
[LARGE_ROAMING]<br />
[FEMALE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BALANCE]<br />
[SPHERE:DEATH]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:DISEASE]<br />
[SPHERE:SUICIDE]<br />
[BODY_SIZE:0:0:10000000]<br />
[CREATURE_TILE:142]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]<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 />
[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: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 />
[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 />
}}<br />
<br />
{{Creatures}}<br />
{{Category|Amphibious}}<br />
{{Category|Building destroyer}}<br />
{{Category|HFS}}<br />
{{Category|Fanciful}}<br />
{{Category|Learns}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[ru:Angel]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Murky_pool&diff=247296
Murky pool
2019-09-29T17:25:23Z
<p>Loci: rv, User_talk:Silverwing235#An_Usage</p>
<hr />
<div>{{Quality|Superior|11:20, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
'''Murky pools''' are small bodies of [[water#Stagnant water|stagnant water]] on the surface. Murky pools form tiny [[biome]]s that are enclosed by much larger biomes. The pool itself and tiles adjacent to the pool are counted as a biome. All kinds of [[vermin]] populate pools, including many edible and [[hateable]] vermin. Murky pools won't be shown on the [[embark|embark screen]], but they are a ubiquitous feature in any non-desert, non-freezing biome and will usually appear in high numbers. Some pools can be found merged with [[river]]s.<br />
<br />
Murky pools contain a finite amount of water that can be drained and replenished over time. Water can evaporate completely during [[calendar|summer]] in sufficiently hot [[climate]]s, and be slowly refilled by [[rain]]water. Pools can also be artificially drained or filled up.<br />
<br />
There are six types of pools, divided by climate and the salinity of the water. They are listed in the following table:<br />
<br />
{| {{prettytable}}<br />
|- style="background:#dddddd"<br />
! style="background:#aaaaaa"|<br />
! '''Freshwater''' !! '''Brackish water''' !! '''Saltwater'''<br />
|-<br />
! style="background:#dddddd"| '''Temperate'''<br />
| Temperate freshwater pool || Temperate brackish pool || Temperate saltwater pool<br />
|-<br />
! style="background:#dddddd"| '''Tropical'''<br />
| Tropical freshwater pool || Tropical brackish pool || Tropical saltwater pool<br />
|}<br />
<br />
== Uses ==<br />
=== Fishing ===<br />
Dwarves with the [[fishing]] labor enabled will begin to catch vermin fish from nearby murky pools. Fish populations will run out very quickly and can be easily fished to local [[extinction]].<br />
<br />
=== Water source ===<br />
A murky pool can be used as a water source, but this is not recommended. Drinking stagnant water will give dwarves an unhappy [[thought]], and using stagnant water to wash a [[wound]] will lead to [[health care#Infection|infection]]. Building a [[well]] will not clean the water. Filtering stagnant water through a [[screw pump]] ''will'' clean the water, which can then flow into a dwarf-made [[cistern]]. Dwarves generally won't use stagnant water from murky pools if [[alcohol]] or clean water is available.<br />
<br />
== Removal ==<br />
In order to remove a murky pool, you must first remove the water. There are several ways to achieve this:<br />
# Let the pool evaporate (only works in hot/scorching climates)<br />
# Dig into the pool from the side and let the water drain away to somewhere else<br />
# Drain the pool with [[screw pump]]s<br />
<br />
The bottom of a murky pool will keep its "murky pool" status, presumably to let the game know that water should collect there during rain storms. You can't build certain buildings, including [[farm plot]]s, on dry "murky pool" tiles. Murky pool tiles will also block [[trade depot]] access. To de-murk those tiles, simply build a [[paved road]] on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed. Be aware that once you do this the tiles won't gather rainwater anymore.<br />
<br />
== Dangers ==<br />
When frozen murky pools thaw, they do so instantly. Any dwarf standing on the ice will plunge into the water with a risk of drowning if they can not find a nearby ramp quick enough. Unless they have adequate or better [[swimming]] skills, the fall will [[status icon|stun]] them, increasing the chance of death.<br />
<br />
Similarly, when the pool freezes it does so instantly. If a dwarf is in a murky pool when winter comes (perhaps because the water is shallow enough to walk through) and the water freezes, the dwarf will be encased in the ice and immediately die. To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool. Or, if you don't need to fish from it, you can construct a [[wall]] around it or a [[floor]] over it.<br />
<br />
== Wildlife ==<br />
=== Vermin ===<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|∙|3:1}} [[Damselfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|3:1}} [[Dragonfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|·|0:1}} [[Fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|2:1}} [[Green tree frog]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|~|0:1}} [[Leech]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|α|6:0}} [[Lungfish]]<br />
| || || || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|·|0:1}} [[Mosquito]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|☼|2:0}} [[Pond turtle]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|2:0}} [[Toad]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In savage pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|·|6:0}} [[Acorn fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|6:0}} [[Moghopper]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In evil pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|·|4:1}} [[Blood gnat]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
== Bugs ==<br />
* Pond/pool populations do not replenish, gradually becoming extinct.{{bug|2780}}<br />
* Only vermin can spawn in murky pools, so creatures will never actually appear. Below are creatures that should be appearing in pools:<br />
<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|T|2:0}} [[Alligator snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|t|2:0}} [[Common snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|o|6:0}} [[River otter]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In savage pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|d|3:1}} [[Damselfly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|d|3:1}} [[Dragonfly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|f|0:1}} [[Fly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|D|3:1}} [[Giant damselfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|D|3:1}} [[Giant dragonfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|F|0:1}} [[Giant fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|F|2:1}} [[Giant green tree frog]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|L|0:1}} [[Giant leech]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|M|0:1}} [[Giant mosquito]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|O|6:0}} [[Giant otter]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|T|2:0}} [[Giant pond turtle]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|T|2:0}} [[Giant snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|T|2:0}} [[Giant toad]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|f|2:1}} [[Green tree frog man]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|l|0:1}} [[Leech man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|m|0:1}} [[Mosquito man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|o|6:0}} [[Otter man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|t|2:0}} [[Pond turtle man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|t|2:0}} [[Snapping turtle man]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|t|2:0}} [[Toad man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
{{Translation| dwarven = bothon agsal | elvish = meli pati | goblin = ebrå tostgud | human = sedme nique}}<br />
<br />
{{World|Biomes}}<br />
{{Category|Biomes}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=247295
User talk:Silverwing235
2019-09-29T17:24:25Z
<p>Loci: /* An Usage */ new section</p>
<hr />
<div>== *Wandering janitor puts down mop and bucket* ==<br />
<br />
Yes, I know, not a very interesting placeholder.....but a beginning nonetheless. EDIT: On the other hand "If it looks wrong, it gets fixed" is my rule, which is why spot-edits will be preferred to blind-reverts around here. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:22, 4 January 2019 (UTC)<br />
<br />
== [[DF2014:Centaur]] plural ==<br />
<br />
In case you were wondering - your [http://dwarffortresswiki.org/index.php?title=DF2014:Centaur&diff=236185&oldid=229661 edit] didn't offend me at all, but in cases where there are multiple possible plurals, we try to stick with the one in the raws (click "show" next to the Raws box on [[DF2014:Centaur]], for example, or click on the "Raws" link itself). That's what DF uses in-game, and it's consistent with [[DF:Rule G]]. Just something to keep in mind. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:47, 26 June 2018 (UTC)<br />
<br />
<br />
== On paragraphs ==<br />
<br />
A paragraph is a group of closely-related sentences with a central theme. In several recent edits you have combined multiple paragraphs that do not share a central theme. In addition to being grammatically incorrect, this also makes it more difficult for players to skim the article for relevant information. For example, [http://dwarffortresswiki.org/index.php?title=DF2014:Losing&curid=31835&diff=238706&oldid=238703 this edit] attached the sentence about challenges for experienced players to a paragraph that begins "Most new players...". Please cease "fixing" short paragraphs by lumping them in with other, tangentially-related paragraphs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 22:37, 12 December 2018 (UTC)<br />
<br />
== Disruptive Editing ==<br />
<br />
'''Warning''': Repeatedly modifying acceptable page layouts and punctuation to suit your personal taste is [[wikipedia:Disruptive_editing|disruptive]]. Further disruptive edits may result in a ban. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:40, 3 January 2019 (UTC)<br />
<br />
:While I agree that some of the edits in question weren't necessary, others were constructive - at least the first half of [http://dwarffortresswiki.org/index.php?title=DF2014:Wood&curid=32642&diff=238873&oldid=238869&rcid=383537 wood], for example. I don't think reverting everything is a good solution, and I would be unwilling to block someone for this. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:13, 4 January 2019 (UTC)<br />
<br />
::With all due respect, this has been an ongoing problem since July. Roughly one third of my edits since then have been dealing with issues caused by this one user. I have spent a fair bit of time explaining why edits were problematic ([http://dwarffortresswiki.org/index.php?title=DF2014:Slade&diff=prev&oldid=236259], [http://dwarffortresswiki.org/index.php?title=DF2014:Coffin&diff=prev&oldid=236737], [http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Steals_food&oldid=237634], [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&diff=prev&oldid=238709]) and saving "constructive" changes ([http://dwarffortresswiki.org/index.php?title=DF2014:Miasma&diff=prev&oldid=236260], [http://dwarffortresswiki.org/index.php?title=DF2014:Dragon&diff=prev&oldid=237541], [http://dwarffortresswiki.org/index.php?title=DF2014:Diplomat&diff=next&oldid=238673], [http://dwarffortresswiki.org/index.php?title=DF2014:Scholar&diff=next&oldid=238647]). However, Silverwing235 has continued to make the same types of problematic edits across more and more articles. While I still review each Silverwing235-edited article individually and only revert those which are problematic, I no longer consider it worthwhile to explain yet again why sprinkling in unnecessary commas and deleting newlines isn't acceptable, nor do I salvage minor "constructive" bits that happen to be included with disruptive edits. [http://dwarffortresswiki.org/index.php?title=DF2014:Magma_glass_furnace&curid=31863&diff=238911&oldid=238863 This] is a fine example: is changing the capitalization of "item hauler" worth burying information about architectural value at the end of a paragraph about sand gathering? No.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:53, 5 January 2019 (UTC)<br />
<br />
Agreed. It's pretty much the standard I ''attempt'' to hold myself to when editing around here as a rule, Lethosor - and also explains why some edits were marked as minor, in an attempt to '''avoid''' being blind-reverted like this, w/out apparent consideration of merit. You should both expect forum PM's about this in due course. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:46, 4 January 2019 (UTC)<br />
<br />
<br />
Resurrecting an old topic here: while I admit I haven't been monitoring the situation here very much, I've noticed that I don't always agree with some edits you make. Some are good, and I don't have opinions on some others, but some are (in my opinion) not correct - for example, the one that was reverted [http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&diff=prev&oldid=241753 here]. I don't have a particularly good policy in mind, and I don't think ''everything'' you do should be reverted by any means (so don't feel discouraged from fixing things), but I'd like to suggest that you pay closer attention to which edits are being reverted and why. Hopefully that will cut down on some editing disagreements I've seen in the recent changes list. I really don't want to make any decisions on the matter, but I think that making specific types of edits that tend to be reverted isn't productive for anyone involved (noting that this doesn't apply to a majority of your changes that I've seen, in my opinion). &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:58, 2 June 2019 (UTC)<br />
<br />
== Singular they ==<br />
<br />
Regarding [http://dwarffortresswiki.org/index.php?title=DF2014:Need&curid=35157&diff=239015&oldid=239014 this edit]:<br />
<br />
General use of "they" as an ungendered singular pronoun is [https://en.wikipedia.org/wiki/Singular_they#Acceptability_and_prescriptive_guidance controversial]. If you feel compelled to remove the gendered pronoun, common advice is to reword the sentence to avoid the appearance of pronoun disagreement. In this case:<br />
<br />
: The better focused a dwarf is, the swifter she finishes all her tasks.<br />
<br />
could be rewritten as:<br />
<br />
: The better focused your dwarves are, the swifter they finish their tasks.<br />
<br />
: A focused dwarf finishes tasks more swiftly. <br />
<br />
It is generally easy to alter the wording, and always better than swapping one acceptable-yet-problematic form for a different acceptable-yet-problematic form that you happen to prefer.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 00:51, 14 January 2019 (UTC)<br />
<br />
== Just in case people are wondering why.... ==<br />
<br />
...such things as talk pages with topic 'Verification page/verification' and 'ignore this' are popping up, the answer should be obvious if it wasn't already - preparation. That, and that my particular 'style' leads me to not be a fan of unnecessary redlinks - something like Occam's Razor, really. :D --[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 10:57, 5 February 2019 (UTC)<br />
<br />
== Grammar ==<br />
<br />
Regarding [http://dwarffortresswiki.org/index.php?title=v0.31:Temple&curid=13741&diff=239647&oldid=236295 this edit]:<br />
<br />
That's not a "sentence fragment"; it's an [[wikipedia:appositive|appositive]], a restatement of a noun for clarification. <br />
<br />
<br />
Regarding [http://dwarffortresswiki.org/index.php?title=DF2014:Siege&diff=prev&oldid=239648 this edit]:<br />
<br />
Adverbs are comma-offset when they apply to the sentence as a whole, not the active verb. Since "usually" is plausibly modifying "are", the added comma is incorrect.<br />
<br />
<br />
Incidentally, these are good examples why inserting every possible comma is problematic. Commas can change the meaning of a sentence, and that possibility makes it more difficult to parse comma-saturated sentences.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 22:40, 5 February 2019 (UTC)<br />
<br />
== Egg production editing shenanigans ==<br />
<br />
I have a deep feeling that guy is right, about the kobolds at least. I shouldn't have removed that much stuff from the original table anyway. Yes, I plan on reverting that, this time also adding giant animals & animal people, max age column, and sorting out the rest in a coherent way, just give me some time. The original edit took me nearly 2 hours. [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 14:01, 26 March 2019 (UTC)<br />
<br />
== Let's not stress about [[DF2014:Stress]] ==<br />
<br />
<br />
Regarding [http://dwarffortresswiki.org/index.php?title=DF2014:Stress&curid=33889&diff=240383&oldid=240376 this edit]<br />
<br />
* ''talking with the spouse''<br />
:* In my opinion, "the" means here that the person in question is talking with his/her spouse (not just with any spouse), so it may be justified.<br />
<br />
* ''caught in a freakish weather''<br />
:* While I admit this is wrong ("weather" is uncountable), I would keep it the original way as it is consistent with [[Dwarf Fortress Wiki:Community Portal|Rule G]] and doesn't seem ''that'' jarring to me.<br />
<br />
* ''grim satisfaction at somebody's death''<br />
:* This appears when you kill people in adventurer mode<br />
:* So it's not about ''seeing'' somebody's death, but causing it yourself<br />
<br />
* And the two typos you found were actually mine, feel free to correct these if you find more. I haven't seen Toady make typos ''yet''. --[[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 15:00, 31 March 2019 (UTC)<br />
<br />
<br />
== *thumbsup*==<br />
[http://dwarffortresswiki.org/index.php?title=DF2014:Hair&curid=31316&diff=241238&oldid=241227 This] just so happens to be kind of the direction I was going anyway. Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:28, 8 May 2019 (UTC)<br />
<br />
== An Usage ==<br />
<br />
[http://dwarffortresswiki.org/index.php?title=23a:Dwarven_atom_smasher&diff=prev&oldid=241161 As I mentioned back in May], "an" is used before vowel *sounds*, not before vowels. Since "ubiquitous" is pronounced "yoo-bik-wi-tuh s" (with an initial y sound in both American and British English), changing "a" to "an" is an error.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 17:24, 29 September 2019 (UTC)</div>
Loci
https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote/list&diff=247294
Talk:Main Page/Quote/list
2019-09-29T17:10:51Z
<p>Loci: rsp</p>
<hr />
<div>Does anyone else feel like 380 should be deleted? I'm not sure what the rules are for filtering/moderation of this page, but it seems to me that one isn't all that funny or dwarfy [[User:TrevorBOB9|TrevorBOB9]] ([[User talk:TrevorBOB9|talk]]) 03:14, 16 August 2019 (UTC)<br />
:You mean the "dwarf outmatched a troll with a cunning plan" one? That's a reference to [[mission]]s by the wording of it, probably taken straight from the game. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 16 August 2019 (UTC)<br />
<br />
<br />
Turns out the Zicab/Present Hall things are ''not'' individual quotes, but the kind of things that would be better off incorporated IMHO. Anyone else? (ctrl-f is your friend: http://www.bay12games.com/dwarves/index.html) [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 14:16, 29 September 2019 (UTC)<br />
<br />
:Sorry; your edit comment ("Screw it, revision time.") didn't lead me to suspect that there was a discussion here. As to the quotes, they are related by proximity alone. Combining them creates one confusing quote with no apparent central idea. For a comparison, perhaps you've heard the Shakespeare quotes "Neither a borrower nor a lender be" and "to thine own self be true". What you might not realize is that they come from the exact same dialogue in Hamlet. Have you ever seen the quote "Neither a borrower nor a lender be........to thine own self be true"?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 17:10, 29 September 2019 (UTC)</div>
Loci
https://dwarffortresswiki.org/index.php?title=Wound&diff=247283
Wound
2019-09-28T20:03:24Z
<p>Loci: In a list of items, obliquely referring to a different item (likewise, also, etc.) is not particularly helpful.</p>
<hr />
<div>{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}<br />
<br />
<br />
There are five different levels of injury in the game, ranging from none to complete part loss.<br />
Shown using the default colors, they are as follows:<br />
<!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.<br />
So no more "mangled" - RED is now "broken", and the old "broken" is now "inhibited" - don't fight it, just go with it. :\ <br />
<br />
Also note - no more light grey "lightly wounded" - apparently, if it's not worth worrying about, it's not shown.--><br />
<br />
<div style="background:black"><br />
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}<br />
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}<br />
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}<br />
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}<br />
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}<br />
:{{DFtext|MISSING: The part is completely gone.|#808080}}<br />
</div><br />
<br />
:''(The [[color]] of wounds can be changed in [[d_init.txt]].)''<br />
<br />
<br />
== Wound effects ==<br />
'''Brain''': Any damage almost always results in instant death. A bruised brain may occasionally not cause death. If it does not, the dwarf suffers no effect from the injured brain and lives as normal.<br />
<br />
'''Eyes''': Eye damage causes extreme pain, generally causing unconsciousness and loss of sight, limiting dwarf perception.<br />
<br />
'''Mouth/nose/ears/cheeks''': No effect<br />
<br />
'''Teeth''': Fewer teeth to use for biting attacks.<br />
<br />
'''Lungs''': Non-bruising damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs almost always results in suffocation.<br />
<br />
'''Heart''': Causes massive, fatal bleeding. The heart itself isn't required for life—it is the extreme bleeding that causes death when the heart is pierced. A bruised heart causes no ill effects; a torn heart is always fatal.<br />
<br />
'''Pancreas/liver''': No effect. While it is reasonable to assume that the dwarven liver has evolved to be completely indestructible, liver damage doesn't cripple anything else either. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.<br />
<br />
'''Guts''': Damage to the guts causes great pain and nausea. Creature will vomit and then retch repeatedly depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced they may spill out of the wound. This is visible as a gray "~" trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. Slicing off the exposed guts causes heavy bleeding and almost always death. The cut off guts can then be picked up and used as a weapon.<br />
<br />
'''Spinal injuries''': Attacks to the spine that tear nervous tissue are extremely serious. Lower spinal injuries permanently stop the creature from ever standing again. They can only crawl. Middle spine injuries disable legs. Upper spinal injuries disable every limb in the body, rendering the creature unable to do anything except to use the default "push" attack and move about very slowly. It also disables every organ in the body besides the brain. This injures the lungs and upper spine injuries will invariably cause fatal suffocation within a few turns. As a whole, spinal damage is usually a death sentence.<br />
<br />
A broken bone in the spine does '''not''' cause irreparable damage - only damage to the nervous tissue does. If you suffer a broken bone in the spine without any nerve damage, just wait and it will eventually heal.<br />
<br />
'''Gelding''': Attacks to the lower body (or, theoretically, any place else where the, uh, geldable parts may be kept) of a geldable creature (including male dwarves) can result in a "gelding strike." In addition to the expected effects of bleeding and pain, this renders the creature permanently incapable of reproducing, just like non-combat [[gelding]].<br />
<br />
== Pain ==<br />
<br />
How pain works:<br />
* Bruising causes 1x the pain value from the raw files<br />
* Partially damaged tissue causes 2x pain<br />
* Broken tissue causes 3x pain<br />
* Having 150+ pain causes unconsciousness.<br />
* Pain is independent of body part size<br />
<br />
Most tissue has [PAIN_RECEPTORS:5], except bone has [PAIN_RECEPTORS:50]. So being punched in the guts (bruising skin, fat, muscle, guts) causes 20 pain and some nausea. Having any bone broken causes 15+50*3=165 pain (presuming bruised skin, fat, muscle). Having good stats presumably causes the pain to recede quickly, but that won't cause you to wake up sooner after you fall unconscious.<br />
<br />
Strangely, having all your fingers cut off in DF is much less painful (or even painless?) compared to having a single finger bone broken.<br />
<br />
== Miscellaneous injuries ==<br />
<br />
These injuries include generic tears, cuts and breaks that don't target a specific organ.<br />
<br />
Some attacks may shatter nail or horn. These attacks generate a cosmetic injury report but otherwise have no effect unless they become infected. <br />
<br />
Attacks that tear hair have no ill effects. Hair damage is common during chokeholds on animals, such as a lion's mane being damaged by a chokehold.<br />
<br />
Injuries that only tear skin tend to cause little or no bleeding or scarring.<br />
<br />
Injuries that tear fat layers cause bleeding but little pain.<br />
<br />
Injuries to muscle layers can sometimes cause the affected limb to become unusable. This usually happens when the muscle is "torn apart" rather than just torn. If the muscle is in an arm, damage to the muscle may cause items held in that arm's hand to be dropped. Torn apart leg or foot muscles may cause the creature to fall over and sometimes be unable to walk until the injury heals.<br />
<br />
Tendons and ligaments may also be torn by attacks. As they link bones together, torn ligaments and tendons can impair grasping abilities, causing items to be dropped more easily.<br />
<br />
Bone damage that causes fractures or breaks causes extreme pain. Those are the most painful injuries in ''Dwarf Fortress'' and will almost invariably cause unconsciousness from the pain. A bone that is broken in a limb will render that limb inoperative. Bones that are hit hard enough may shatter and be jammed into other bones or body parts, causing far more damage. This is most common with the skull. A hard hit (or any hit) to the skull that causes a fracture can force the broken part into the vulnerable brain, causing immediate death. A broken smashed arm may be jammed into the shoulder as well, breaking it. <br />
<br />
The upper spine was previously contained in the head in 0.34.11, but is contained in the neck in 0.40.xx.<br />
The neck is appended to the upper body in 0.40.xx, and the head is appended to the neck (which is why you have to press "d" now to target the head, and "c" is the neck - the neck must be defined first). You can't hurt the upper spine anymore by attacking the head in 0.40.xx.<br />
<br />
* Having the upper spine broken in 0.40.xx disables everything and causes suffocation.<br />
* Having the lower spine (in the lower body) broken paralyzes the legs, preventing kicks and negating pain in the legs and in the lower spine itself.<br />
* Having the middle spine broken (in the upper body) disables everything and causes suffocation.<br />
<br />
So "what's below it" means "further from the upper body". Broken/pulped necks now only prevent biting attacks, but don't disable the head/brain otherwise to cause suffocation.<br />
<br />
== Missing limb ==<br />
<br />
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks they had in the past.<br />
<br />
Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. Armless dwarves trying to dress or clean themselves often cause constant cancellation spam.<br />
<br />
== Function loss ==<br />
The cyan "Function loss" signals impairment of an organ for which "broken" or "bruised" would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.<br />
<br />
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as "Ability to stand lost" in the dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.<br />
<br />
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as "nervous tissue".<br />
<br />
== Scarring ==<br />
<br />
Dwarves who sustain major injuries may never fully heal — the part will always remain listed in their Wounds section as "Minor" or "Inhibited", and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars of varying degrees and types, eg {Tiny, very short, short, long, very long, massive, huge, etc.}; {Jagged, Dent, Straight, etc.}. While not all scars have an effect, this may result in notes in the [[Health screen]] such as "Ability to grasp somewhat impaired". This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.<!-- More likely to lose a weapon stuck in an enemy? --> Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming of course that they are set to use both such items. <br />
{{Category|Military}}<br />
{{Category|Healthcare}}<br />
{{Category|Interface}}<br />
<br />
== Permanent injury ==<br />
There are several types of injuries dwarves will never recover from. Nerve damage is permanent; loss of limbs is permanent. Some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.<br />
<br />
===Disabled veterans===<br />
When a highly skilled soldier is injured too badly to continue on active duty, he can remain in the military as a teacher. Put him into a squad with your raw recruits and have him teach them what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.<br />
<br />
===Function loss: legs===<br />
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, he can be issued a [[crutch]] by doctors in your hospital. Thereafter, he will gain crutch-walking skill whenever he moves with the crutch in his inventory. Eventually, his speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash his enemies with it - it is recommended to make metal crutches to issue to military dwarves).<br />
<br />
===Lower body paralysis===<br />
A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty (Other than as a marksdwarf who sticks to fortifications)--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot. You could also make such a dwarf [[Hammerer]], with exemplary results.<br />
<br />
In adventure mode, anyone with a lower body paralysis is sort of done for if they can't find a werebeast. <br />
<br />
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?<br />
<br />
===Function loss: arms===<br />
The dwarf who has lost the use of an arm can go on with his life normally, and can even hold a shield and battle-axe at the same time. In the military, he is limited only in that he cannot wield weapons that are too large to be wielded one-handed. Outside the military, he can work as well as any other dwarf.<br />
<br />
Losing both arms is a different story. Dwarves who have lost the use of both arms will be unable to do almost any task. Even managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves and cannot pick up clothing in order to put it on and will probably spam cancellation messages at you (seriously, consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once theirs wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.<br />
<br />
===Blindness===<br />
A dwarf with both eyes damaged cannot see - and what he can't see, he won't be afraid of. Therefore, a blind dwarf can do civilian labors without dropping everything and running when there's a wild animal nearby. He does suffer a severe drop in the [[quality]] of his work, but this won't affect jobs whose products don't have a quality level, such as [[wood burning]].<br />
<gallery><br />
File:blind_in_adventure_mode.png|Blindness in [[adventure mode]]<br />
</gallery><br />
<br />
===Long-term syndrome===<br />
The most common long-term syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally, except that the work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts. Assign these dwarves to producing goods that don't have quality levels.<br />
<br />
{{Translation| dwarven = oslan | elvish = élitho | goblin = esmên | human = kortil}}<br />
[[ru:Wound]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Banana&diff=247282
Banana
2019-09-28T19:58:41Z
<p>Loci: disagree that "clarification" is needed</p>
<hr />
<div>{{Quality|Fine|23:18, 8 February 2017 (UTC)}}<br />
{{Treelookup/0}}<br />
{{av}}<br />
<br />
'''Banana trees''' are one of the many genera of trees found above ground in tropical biomes. Unlike most trees, it produces no wood (''owing to the fact this 'tree' is in truth an [https://en.wikipedia.org/wiki/Musa_(genus) overstated] [[shrub]]''); though it does produce a well-known [[fruit]], which can be eaten raw, cooked, or brewed into [[alcohol|banana beer]].<br />
<br />
Some [[Dwarf|dwarves]] [[Preferences|like]] banana trees for their ''fruit''.<br />
<br />
<br />
[[File:Banana Tree 01.jpg|thumb|center|300px|Admired for its ''fruit''.]]<br />
<br />
{{gamedata}}<br />
{{Plants}}<br />
{{Category|Surface trees}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Murky_pool&diff=247280
Murky pool
2019-09-28T19:56:42Z
<p>Loci: That's not a grammar fix; it's an error</p>
<hr />
<div>{{Quality|Superior|11:20, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
'''Murky pools''' are small bodies of [[water#Stagnant water|stagnant water]] on the surface. Murky pools form tiny [[biome]]s that are enclosed by much larger biomes. The pool itself and tiles adjacent to the pool are counted as a biome. All kinds of [[vermin]] populate pools, including many edible and [[hateable]] vermin. Murky pools won't be shown on the [[embark|embark screen]], but they are a ubiquitous feature in any non-desert, non-freezing biome and will usually appear in high numbers. Some pools can be found merged with [[river]]s.<br />
<br />
Murky pools contain a finite amount of water that can be drained and replenished over time. Water can evaporate completely during [[calendar|summer]] in sufficiently hot [[climate]]s, and be slowly refilled by [[rain]]water. Pools can also be artificially drained or filled up.<br />
<br />
There are six types of pools, divided by climate and the salinity of the water. They are listed in the following table:<br />
<br />
{| {{prettytable}}<br />
|- style="background:#dddddd"<br />
! style="background:#aaaaaa"|<br />
! '''Freshwater''' !! '''Brackish water''' !! '''Saltwater'''<br />
|-<br />
! style="background:#dddddd"| '''Temperate'''<br />
| Temperate freshwater pool || Temperate brackish pool || Temperate saltwater pool<br />
|-<br />
! style="background:#dddddd"| '''Tropical'''<br />
| Tropical freshwater pool || Tropical brackish pool || Tropical saltwater pool<br />
|}<br />
<br />
== Uses ==<br />
=== Fishing ===<br />
Dwarves with the [[fishing]] labor enabled will begin to catch vermin fish from nearby murky pools. Fish populations will run out very quickly and can be easily fished to local [[extinction]].<br />
<br />
=== Water source ===<br />
A murky pool can be used as a water source, but this is not recommended. Drinking stagnant water will give dwarves an unhappy [[thought]], and using stagnant water to wash a [[wound]] will lead to [[health care#Infection|infection]]. Building a [[well]] will not clean the water. Filtering stagnant water through a [[screw pump]] ''will'' clean the water, which can then flow into a dwarf-made [[cistern]]. Dwarves generally won't use stagnant water from murky pools if [[alcohol]] or clean water is available.<br />
<br />
== Removal ==<br />
In order to remove a murky pool, you must first remove the water. There are several ways to achieve this:<br />
# Let the pool evaporate (only works in hot/scorching climates)<br />
# Dig into the pool from the side and let the water drain away to somewhere else<br />
# Drain the pool with [[screw pump]]s<br />
<br />
The bottom of a murky pool will keep its "murky pool" status, presumably to let the game know that water should collect there during rain storms. You can't build certain buildings, including [[farm plot]]s, on dry "murky pool" tiles. Murky pool tiles will also block [[trade depot]] access. To de-murk those tiles, simply build a [[paved road]] on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed. Be aware that once you do this the tiles won't gather rainwater anymore.<br />
<br />
== Dangers ==<br />
When frozen murky pools thaw, they do so instantly. Any dwarf standing on the ice will plunge into the water with a risk of drowning if they can not find a nearby ramp quick enough. Unless they have adequate or better [[swimming]] skills, the fall will [[status icon|stun]] them, increasing the chance of death.<br />
<br />
Similarly, when the pool freezes it does so instantly. If a dwarf is in a murky pool when winter comes (perhaps because the water is shallow enough to walk through) and the water freezes, the dwarf will be encased in the ice and immediately die. To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool. Or, if you don't need to fish from it, you can construct a [[wall]] around it or a [[floor]] over it.<br />
<br />
== Wildlife ==<br />
=== Vermin ===<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|∙|3:1}} [[Damselfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|3:1}} [[Dragonfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|·|0:1}} [[Fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|2:1}} [[Green tree frog]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|~|0:1}} [[Leech]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|α|6:0}} [[Lungfish]]<br />
| || || || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|·|0:1}} [[Mosquito]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|☼|2:0}} [[Pond turtle]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|2:0}} [[Toad]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In savage pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|·|6:0}} [[Acorn fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|6:0}} [[Moghopper]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In evil pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|·|4:1}} [[Blood gnat]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
== Bugs ==<br />
* Pond/pool populations do not replenish, gradually becoming extinct.{{bug|2780}}<br />
* Only vermin can spawn in murky pools, so creatures will never actually appear. Below are creatures that should be appearing in pools:<br />
<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|T|2:0}} [[Alligator snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|t|2:0}} [[Common snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|o|6:0}} [[River otter]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In savage pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|d|3:1}} [[Damselfly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|d|3:1}} [[Dragonfly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|f|0:1}} [[Fly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|D|3:1}} [[Giant damselfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|D|3:1}} [[Giant dragonfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|F|0:1}} [[Giant fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|F|2:1}} [[Giant green tree frog]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|L|0:1}} [[Giant leech]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|M|0:1}} [[Giant mosquito]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|O|6:0}} [[Giant otter]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|T|2:0}} [[Giant pond turtle]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|T|2:0}} [[Giant snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|T|2:0}} [[Giant toad]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|f|2:1}} [[Green tree frog man]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|l|0:1}} [[Leech man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|m|0:1}} [[Mosquito man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|o|6:0}} [[Otter man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|t|2:0}} [[Pond turtle man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|t|2:0}} [[Snapping turtle man]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|t|2:0}} [[Toad man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
{{Translation| dwarven = bothon agsal | elvish = meli pati | goblin = ebrå tostgud | human = sedme nique}}<br />
<br />
{{World|Biomes}}<br />
{{Category|Biomes}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Tetrahedrite&diff=247277
Tetrahedrite
2019-09-28T19:52:27Z
<p>Loci: rv extra-long sentence</p>
<hr />
<div>{{stonelookup/0}}{{av}}{{Quality|Exceptional}}<br />
<br />
'''Tetrahedrite''' is an incredibly common [[ore]] of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will produce 4 copper [[bar]]s and 0-4 silver [[bar]]s (with a 20% chance of each silver bar being produced). On average, each nugget of tetrahedrite will produce less than one bar of silver when smelted.<br />
<br />
Tetrahedrite can also be used in [[alloy]] reactions requiring either a copper-bearing ore or a silver-bearing ore, but will only be used as a ''silver'' ore if no other silver ores are available. Two tetrahedrite nuggets can be smelted together as a copper-bearing ore and a silver-bearing ore to make eight [[billon]] bars for a roughly 70% increase in value compared to smelting the nuggets independently.<br />
<br />
When using tetrahedrite as a copper-bearing ore, it's often best to smelt it into bars first and then create the alloy using copper bars. This allows you to produce a few [[silver]] bars in addition to the bars of alloy, but does require additional [[fuel]], dwarf effort, and time. Note, however, that when producing [[billon]] from two tetrahedrite nuggets, the benefits of using tetrahedrite as a silver-bearing ore outweigh the drawbacks of using tetrahedrite as a copper-bearing ore.<br />
<br />
[[File:Tetrahedrite-Chalcopyrite-Sphalerite-251531.jpg|thumb|300px|center|Tetrahedrite crystals with chalcopyrite and sphalerite crystals (size: 8.2 x 6.4 x 4.7 cm)]]<br />
<br />
==Understanding the value chain==<br />
A single tetrahedrite boulder (seen in-game as simply "tetrahedrite", laying on the floor as a byproduct of [[miner|mining]]) has a [[Item value|value]] of 9 (3 for being a stone boulder, times 3 for it being tetrahedrite).<br />
<br />
This boulder can be smelted into 4 bars of copper, each having a value of 10 (5 for being bars, times 2 for them being made of copper), for a total of 40, and a random amount of 0 to 4 bars of silver (mean being 0.8), each having a value of 50 (5 for being bars, times 10 for them being made of silver). So each single tetrahedrite boulder gives you a (mean) value of 80 in copper and silver bars.<br />
<br />
Each bar can be then [[Forge|forged]] into items, like a [[battle axe]]. A copper battle axe will have a value of 68 (34 for being a battle axe, times 2 for being made of copper), thus the original tetrahedrite boulder will yield a total value of 544 (272 from the 4 copper battle axes, plus 272 as a mean of the possible silver battle axes, each worth 340). And this can be multiplied up to 12x since battle axes have [[quality]] levels.<br />
<br />
{{gamedata}}<br />
{{stones}}<br />
{{Category|Ore}}<br />
{{Category|Economic Stone}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Bookkeeper&diff=247276
Bookkeeper
2019-09-28T19:49:45Z
<p>Loci: rv, User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Superior|00:12, 19 April 2013 (UTC)}}{{av}}<br />
<br />
{{Noble<br />
|noble=Bookkeeper<br />
|office=Meager Office<br />
|arrival=Appointed on the [[nobles screen]].<br />
|function=<br />
* Accurate accounting of [[stocks]] and [[wealth]].<br />
}}<br />
<br />
The '''bookkeeper''' is an appointed [[noble]] who updates the [[stocks]] and [[wealth|created wealth]] screens with more accurate information. The bookkeeper needs to work in an [[office]] to do this job. The bookkeeper uses the [[record keeper]] skill, which grants the profession [[clerk]].<br />
<br />
The desired level of accuracy can be set in the {{key|s}}ettings menu from the {{key|n}}obles screen (when the bookkeeper is highlighted). To increase above the lowest level of accuracy, the bookkeeper needs a [[office|meager office]]. He must work not only to attain an accuracy level, but also to maintain it. When first assigned, a bookkeeper spends a long time creating a full list of the stocks, but once done, it takes only a bit of time to maintain this level of detail (even at maximum quality), so most of Urist McBookkeeper's time can eventually be assigned somewhere else.<br />
<br />
Curiously, a bookkeeper does not require writing materials such as [[paper]] or [[scroll]]s to perform his job. Bookkeepers will be unable to do their jobs if they cannot grasp, though.<br />
{{Translation| dwarven = thîkut-zuden | elvish = soya-sinu | goblin = zosto-ol | human = thothil-nushrat}}<br />
[[File:Bookkeeper-sarasti.jpg|thumb|center|300px|Artist rendering of a bookkeeper by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]<br />
<br />
{{gamedata|[POSITION:BOOKKEEPER]<br />
[NAME:bookkeeper:bookkeepers]<br />
[SITE]<br />
[NUMBER:1]<br />
[RESPONSIBILITY:ACCOUNTING]<br />
[APPOINTED_BY:EXPEDITION_LEADER]<br />
[APPOINTED_BY:MAYOR]<br />
[PRECEDENCE:180]<br />
[DO_NOT_CULL]<br />
[COLOR:5:0:0]<br />
[DUTY_BOUND]<br />
[REQUIRED_OFFICE:1]}}<br />
<br />
{{Nobles}}<br />
{{Category|Appointed Nobles}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Building_destroyer&diff=247275
Building destroyer
2019-09-28T19:48:41Z
<p>Loci: rv</p>
<hr />
<div>{{Quality|Exceptional|09:27, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{Catbox}}<br />
'''Building destroyers''' are creatures with the {{token|BUILDINGDESTROYER|c}} token and will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. They come in two varieties, the first being annoying, and the second dangerous. Most buildings will be "toppled" (deconstructed), leaving the building material or furniture unbuilt but otherwise unharmed, however [[door]]s, [[hatch cover]]s, and [[floodgate]]s will be damaged until destroyed, not deconstructed.<br />
<br />
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exception of forgotten beasts and (semi-)megabeasts. Plan your [[defense guide|defenses]] accordingly. Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.<br />
<br />
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the building. [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.<br />
<br />
Building destroyers will destroy nearly '''all''' types of buildings they can reach, whether or not they block their path - [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical/horizontal [[bars]], floor/wall [[grate]]s, [[statue]]s, [[workshop]]s, and even furniture are vulnerable. The only buildings that will be spared by a building destroyer are [[well]]s, [[bridge]]s, [[road]]s, [[trap]]s (including [[lever]]s and track stops), [[animal trap]]s, [[chain]]s, [[cage]]s, [[stockpile]]s, and [[Trap#Upright Spear/Spike|upright weapon]]s. They can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, though locked hatches and closed grates are safe as long as no alternative paths exist. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars. They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed.<br />
<br />
==Destroying from underneath==<br />
<br />
Building destroyers cannot destroy buildings unless they can path to the building on the building's z-level. This means that building destroyers cannot destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!), or a magma forge from the magma underneath it '''unless''' a clear alternate path to the building exists. <br />
<br />
Building destroyers can destroy buildings from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.<br />
<br />
Building destroyers cannot destroy closed floodgates or locked doors from a ramp leading up to the level of those buildings unless there is an open path to the same level. This was tested with trolls, in an entrance-way accessed by both lever-controlled floodgates and a manually locked door. Ramps led up to the floodgates and the door. When both were closed, the trolls showed no interest. When the door was unlocked, a troll began to destroy it. When the door was locked again, the troll went away. When the floodgates were opened, a troll returned and destroyed the locked door from the ramp outside, while the open floodgates were also apparently being destroyed from the ramps by other trolls. This may be related to the bug where Dwarves appear to be building diagonally as long as they can access the spot orthogonally. It is unknown whether this applies to an open path extending through the full length of a fortress, rather than just a few steps away through open floodgates.<br />
<br />
Consider the following diagrams, as viewed from the side:<br />
<br />
{{diagram|spaces=yes|\<br />
<br />
╔════<br />
═╝ [#0FF]+<br />
[#F00]B▲╔══<br />
═══╝<br />
}}<br />
<br />
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer cannot pass through the cyan door while it is forbidden, but the instant the door becomes unforbidden, the building destroyer will destroy the door-- from the tile on which it stands.<br />
<br />
<br />
<br />
{{diagram|spaces=yes|\<br />
<br />
╔════<br />
═╝[#0FF]¢<br />
[#F00]B▲╔══<br />
═══╝<br />
}}<br />
<br />
Here, the cyan hatch cannot be destroyed while it is forbidden, but when it is unforbidden, the {{Raw Tile|B|#F00|#000}}uilding destroyer will destroy it.<br />
<br />
<br />
<br />
{{diagram|spaces=yes|\<br />
<br />
╔════<br />
═╝ [#0FF]+<br />
[#F00]B▲╔══<br />
═══╝<br />
}}<br />
<br />
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will stand on the ramp and destroy the door (or any other furniture), regardless of whether the door is forbidden.<br />
<br />
<br />
<br />
{{diagram|spaces=yes|\<br />
<br />
╔═══╗<br />
═╝ [#0FF]+ ╚<br />
[#F00]B▲║▲<br />
═══╩══<br />
}}<br />
<br />
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will be unable to pass the door if it's forbidden; should it become unforbidden, the building destroyer will ignore the door (probably passing through in order to target a different piece of furniture).<br />
<br />
<br />
<br />
<br />
{{diagram|spaces=yes|\<br />
<br />
╔══════<br />
═╝ [#0FF]+ ><br />
[#F00]B>▲╔═╗X╔<br />
╗X═╩═╝X║<br />
║< <║<br />
╚══════╝<br />
}}<br />
<br />
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer has path to a square from which it can destroy the cyan door-- thus, '''it can destroy the door, even if forbidden, from the tile directly in front of it.'''<br />
<br />
==Annoying Variety: level 1==<br />
When the value is '''1''', the creature will go after [[statue]]s, [[window]]s (glass or gem), [[archery target]]s, [[slab]]s, wooden [[door]]s, and wooden [[hatch]]es. They can't destroy homes during world gen as (semi)megabeasts.<br />
<br />
'''[BUILDINGDESTROYER:1] creatures:'''<br />
*[[Cave crocodile]]<br />
*[[Giant cave spider]]<br />
*[[Giant desert scorpion]]<br />
*[[Giant olm]]<br />
*[[Giant cave toad]]<br />
<br />
==<s>Dangerous</s> Fun Variety: level 2==<br />
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. <br />
<br />
The simplest way to keep building destroyer 2's from targets is with walls or channels. A [[bridge|drawbridge]] will act like a constructed wall ''(if up)'' or floor ''(if down)'', blocking building destroyer 2's without that danger of being destroyed.<br />
<br />
Tame animals still carry their building destroyer tokens, and have been observed to occasionally topple a statue.<br />
<br />
'''[BUILDINGDESTROYER:2] creatures:'''<br />
*[[Amethyst man]]<br />
*[[Blind cave ogre]]<br />
*[[Bronze colossus]]<br />
*[[Cave dragon]]<br />
*[[Cyclops]]<br />
*[[Dragon]]<br />
*[[Ettin]]<br />
*[[Fire man]]<br />
*[[Gabbro man]]<br />
*[[Giant]]<br />
*[[Hydra]]<br />
*[[Iron man]]<br />
*[[Magma man]]<br />
*[[Minotaur]]<br />
*[[Mud man]]<br />
*[[Ogre]]<br />
*[[Sasquatch]]<br />
*[[Troll]]<br />
*[[Voracious cave crawler]]<br />
*[[Yeti]]<br />
*All [[forgotten beast]]s, [[titan]]s, and [[demon]]s<br />
*[[Werebeast]]s (in werebeast form only)<br />
<br />
Level 2 building destroyers can destroy chairs, beds, tables, coffins, non-empty farm plots, furnaces, trade depots, shops, doors, floodgates, chests, weapon racks, armor stands, workshops, cabinets, statues, glass windows, gem windows, siege engines, archery targets, your embark wagon, screw pumps, unfinished constructions, floor hatches, wall/floor grates, wall/floor bars, gear assemblies, horizontal/vertical axles, water wheels, and windmills.<br />
<br />
See the [[Modding guide]] for more information on creature tokens.<br />
<br />
==Capture==<br />
<br />
Considering a good part of the building destroyers are useful to capture, and that most of them are not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.<br />
<br />
See [[Trap design]] for more information on this subject. <br />
<br />
==Undead==<br />
All [[undead]] building destroyers are level 1 (except if they are undead versions of level 2 destroyers), and they also gain the ability to destroy wooden [[support]]s, which generally ends poorly for the creature.<br />
<br />
Due to the way undeath is classified, "non-living" creatures such as [[magma man|magma men]], [[bronze colossus]]es, and inorganic [[forgotten beast]]s/[[titan]]s are also considered to be undead.<br />
<br />
==Bugs==<br />
* Building destroyers can, and will, destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}} In fact, they cannot destroy immediately adjacent buildings, and they can become stuck if they start destroying the building while adjacent. This can be a result of a fight, for instance when a Forgotten Beast kills the last defender while standing in such a spot, then it won't move to a better suiting position and will stand idling, unless killed or distracted.<br />
<br />
{{Category|Creature attributes}}<br />
[[ru:Building destroyer]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Adventurer_mode&diff=247274
Adventurer mode
2019-09-28T19:44:27Z
<p>Loci: rv unnecessary comma</p>
<hr />
<div>{{old}}<br />
{{Quality|Exceptional|Jan 2016}}<br />
{{av}} <br />
<br />
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see the [[Adventure mode quick start]]. <br />
:''See [[Adventure mode quick reference]] to quickly look up key commands.<br />
<br />
In '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") you create a single adventurer, be they [[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]], who start out somewhere in one of your generated worlds. You can learn about what ails the world, and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, and other [[Site|towns and settlements]]. You can even visit your previously abandoned/retired [[fortress]]es and take all the precious items you yourself once created. Unlike [[fortress mode]], Adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 Rogue] or [http://en.wikipedia.org/wiki/Nethack Nethack] taking place in the same procedurally-generated worlds used for fortress mode. Whereas in fortress mode, you are in charge of a large group of people in real-time, restricted to a small parcel of land, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.<br />
<br />
==World selection==<br />
<br />
You can play adventure mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat]]s. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[Fortress|fortresses]] which are built into the surface, and almost always connect to the underground, and "hill dwarves" which inhabit a loose collection of [[hillock|mounds]] built into hillsides. Goblins typically live in [[dark fortress|Dark Fortresses]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and towns, and dwarven fortresses, are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.<br />
<br />
==Character creation==<br />
<br />
===''Race and civilization''===<br />
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, adventure mode cannot be played.<br />
<br />
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.<br />
<br />
* '''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.<br />
<br />
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations are too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.<br />
<br />
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERING|c}} species stroll very slowly in lieu of normal movement.<br />
<br />
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.<br />
<br />
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}<br />
<br />
====''Outsider''====<br />
Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human civilization is not strictly required.<br />
<br />
Outsiders will always try to begin in a populated site. Caves and even lairs with [[megabeast]]s will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.<br />
<br />
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked. Maps also start off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.<br />
<br />
=== ''Status'' ===<br />
<br />
Determines the number of starting skill and attribute points, which does not change based on race:<br />
*'''Peasant:''' 15 attribute, 35 skill<br />
*'''Hero:''' 35 attribute, 95 skill<br />
*'''Demigod:''' 105 attribute, 161 skill<br />
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.<br />
<br />
=== ''Starting attributes'' ===<br />
<br />
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.<br />
<br />
==== ''Body'' ====<br />
<br />
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.<br />
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.<br />
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.<br />
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.<br />
*'''Recuperation''': Increases the rate of wound healing.<br />
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)<br />
<br />
==== ''Soul'' ====<br />
<br />
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].<br />
<br />
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}<br />
<br />
*'''Focus''': Affects Archer, Ambusher, Observer.<br />
<br />
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.<br />
<br />
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}<br />
<br />
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.<br />
<br />
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}<br />
<br />
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.<br />
<br />
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.<br />
<br />
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}<br />
<br />
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}<br />
<br />
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.<br />
<br />
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.<br />
<br />
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.<br />
<br />
==== ''Attribute advancement cap'' ====<br />
<br />
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.<br />
<br />
=== ''Starting skills'' ===<br />
<br />
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in-game. <br />
<br />
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in-game (such as Butchery) are described elsewhere.<br />
<br />
==== ''Weapon'' ====<br />
<br />
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.<br />
<br />
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.<br />
<br />
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.<br />
<br />
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.<br />
<br />
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.<br />
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.<br />
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.<br />
*'''[[Hammerman]]''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.<br />
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.<br />
*'''[[Lasher]]''': allows characters to use whips and scourges more effectively. Very deadly weapons.<br />
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.<br />
*'''[[Pikeman]]''': allows characters to use pikes more effectively. Like spears, but much bigger.<br />
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.<br />
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.<br />
<br />
==== ''General combat'' ====<br />
<br />
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.<br />
<br />
*'''[[Fighter]]''': This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.<br />
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.<br />
<br />
==== ''Defensive'' ====<br />
<br />
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.<br />
<br />
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.<br />
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.<br />
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.<br />
<br />
==== ''Unarmed combat and improvised weapons'' ====<br />
<br />
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.<br />
<br />
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in-game.<br />
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.<br />
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.<br />
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.<br />
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.<br />
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.<br />
<br />
A well written article on the fanon martial arts style "Kisat Dur" can be found on the forums [http://www.bay12forums.com/smf/index.php?topic=148015.0 here].<br />
<br />
==== ''Movement and awareness'' ====<br />
<br />
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.<br />
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.<br />
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.<br />
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.<br />
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.<br />
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.<br />
<br />
==== ''Crafting'' ====<br />
<br />
These allow your character to create things:<br />
<br />
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.<br />
<br />
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same quality as dwarves in fortress mode, including "*Masterpiece*". Bone carving adventurers can also make bone figurines, and customize the appearance of them.<br />
<br />
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.<br />
<br />
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.<br />
<br />
==== ''Social'' ====<br />
<br />
Almost all of these are only used in arguments. <br />
<br />
*'''[[Persuader]]''': Increases your ability to convince people of your view.<br />
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.<br />
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.<br />
<br />
==== ''General performance skills'' ====<br />
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.<br />
<br />
*'''[[Musician]]''': Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.<br />
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to "Fighter" skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.<br />
<br />
==== ''Performance skills'' ====<br />
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.<br />
<br />
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.<br />
*'''[[Singer]]''': Increases quality of all songs your character sings.<br />
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.<br />
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.<br />
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.<br />
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.<br />
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others) <br />
<br />
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''<br />
<br />
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.<br />
<br />
==== ''Other'' ====<br />
<br />
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.<br />
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.<br />
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.<br />
<br />
=== ''Character appearance and preferences'' ===<br />
<br />
As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled or else the character suffers from distraction.<br />
<br />
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed whilst playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}<br />
<br />
In the current version, some of these are unable to be fulfilled in adventurer mode.<br />
<br />
== Gameplay ==<br />
<br />
=== Common UI concepts ===<br />
{{KeyConventions|3}}<br />
<br />
=== Moving around ===<br />
<br />
==== ''Local movement'' ====<br />
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Move<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Move<br />
|-<br />
| {{k|Alt}} and a direction key<br />
| Move carefully / Deliberately enter dangerous terrain<br />
|-<br />
| {{k|Shift}}+{{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)<br />
| Ascend<br />
|-<br />
| {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)<br />
| Descend<br />
|-<br />
| {{k|.}}<br />
| Wait for 10 instants<br />
|-<br />
| {{k|,}}<br />
| Wait for 1 instant<br />
|-<br />
| {{k|s}}<br />
| Stand or lie down<br />
|-<br />
| {{k|S}}<br />
| Open Movement Speed/Sneak Menu<br />
|}<br />
<br />
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, and not the open space over the water, as in the later case, you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.<br />
<br />
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.<br />
<br />
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.<br />
<br />
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.<br />
<br />
==== ''Fast travel'' ====<br />
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|T}}<br />
| Fast Travel<br />
|-<br />
| {{k|d}}<br />
| Exit fast travel mode<br />
|-<br />
| {{k|K}}<br />
| Display detected tracks and odors<br />
|-<br />
| {{k|c}}<br />
| Toggle display of clouds on region map<br />
|-<br />
| {{k|s}}<br />
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.<br />
|-<br />
| {{k|m}}<br />
| Cycle through maps and significant structures<br />
|-<br />
| {{k|Q}}<br />
| View Quest Log<br />
|-<br />
| {{k|Z}}<br />
| Bring up sleep menu<br />
|-<br />
| {{k|h}}<br />
| Hide parts of the bottom bar<br />
|-<br />
| {{k|>}} and {{k|<}}<br />
| Enter/exit tunnel<br />
|-<br />
|}<br />
<br />
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.<br />
<br />
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.<br />
<br />
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:<br />
<br />
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.<br />
* 2 presses: hide most local name, reducing the bar to one line of text.<br />
* 3 presses: hide less local name, eliminating the bar entirely.<br />
* 4 presses: shows all information<br />
<br />
=== Status and information ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|}<br />
<br />
==== ''Looking around'' ====<br />
<br />
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.<br />
<br />
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.<br />
<br />
==== ''Messages'' ====<br />
<br />
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.<br />
<br />
==== ''Status screen'' ====<br />
<br />
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.<br />
<br />
==== ''Saving the game'' ====<br />
<br />
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.<br />
<br />
=== Searching and manipulating ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|}<br />
<br />
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with.<br />
<br />
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.<br />
<br />
=== Managing equipment ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|i}}<br />
| Show Inventory<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|g}}<br />
| Get (pickup) an item off the ground<br />
|-<br />
| {{k|p}}<br />
| Put an item into a container<br />
|-<br />
| {{k|r}}<br />
| Remove an item you are wearing or from a container<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)<br />
|-<br />
| {{k|q}}<br />
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)<br />
|}<br />
<br />
==== ''Inventory'' ====<br />
<br />
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.<br />
<br />
==== ''Getting/dropping things'' ====<br />
<br />
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.<br />
<br />
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.<br />
<br />
==== ''Containers'' ====<br />
<br />
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.<br />
<br />
==== ''Wearing'' ====<br />
<br />
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.<br />
<br />
''Note that "large" or "small" clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.<br />
<br />
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
<br />
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.<br />
<br />
==== ''Wielding'' ====<br />
<br />
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
<br />
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.<br />
<br />
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.<br />
<br />
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone (e.g. some characters may be left-handed), so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.<br />
<br />
During advanced combat interactions it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.<br />
<br />
==== ''Advanced interaction'' ====<br />
<br />
The {{k|I}} key allows "complex interaction" with objects in your inventory. <br />
<br />
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.<br />
<br />
Advanced interaction can also be used to steal enemy equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.<br />
<br />
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). <br />
<br />
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well<br />
<br />
====''Sheathing''====<br />
The {{k|q}} key lets you strap your weapons to your back. This is useful because you can't climb or wrestle with your hands while holding weapons or other objects.<br />
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack. Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.<br />
<br />
=== Time and weather ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|D}}<br />
| Date<br />
|-<br />
| {{k|P}}<br />
| Temperature<br />
|-<br />
| {{k|W}}<br />
| Weather/Time<br />
|}<br />
<br />
The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.<br />
<br />
=== Sleep ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. <br />
<br />
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]]. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting "Number of Bogeymen" to 0)<br />
<br />
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then [[bogeymen]] won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.<br />
<br />
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to <s>perform music, preferably playing guitar</s> stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.<br />
<br />
=== Food and drink ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|}<br />
<br />
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. <br />
<br />
====''Announcements when eating''====<br />
When eating or drinking, the following announcements will be displayed:<br />
*(nothing): You can eat or drink more, no problem.<br />
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.<br />
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.<br />
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].<br />
<br />
=== Combat ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.<br />
<br />
==== ''Melee attacks'' ====<br />
<br />
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complicatedly interacting with the weapon.<br />
<br />
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}.<br />
<br />
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.<br />
<br />
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. <br />
<br />
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.<br />
<br />
There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.<br />
<br />
In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected.<br />
<br />
==== ''Ranged attacks'' ====<br />
<br />
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.<br />
<br />
It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
<br />
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.<br />
<br />
==== ''Wrestling and unarmed attacks'' ====<br />
<br />
:''Main article: [[Wrestling]]''<br />
<br />
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.<br />
<br />
==== ''Weapons'' ====<br />
<br />
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.<br />
<br />
==== ''Wounds'' ====<br />
<br />
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.<br />
<br />
==== ''Combat preferences'' ====<br />
<br />
At any time during gameplay (except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:<br />
<br />
*'''{{k|a}}ttack'''<br />
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.<br />
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.<br />
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.<br />
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. <br />
<br />
*'''{{k|d}}odge'''<br />
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.<br />
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.<br />
<br />
*'''{{k|c}}harge Defense'''<br />
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.<br />
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.<br />
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.<br />
<br />
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.<br />
<br />
=== Talking ===<br />
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<br />
|}<br />
<br />
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner. While this is less entertaining, it can sometimes be useful. To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or you can even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories or dancing, and is very important if you want to be a bard.<br />
<br />
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.<br />
<br />
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.<br />
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.<br />
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.<br />
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}<br />
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.<br />
* {{DFtext|Nevermind}} — This has you back out of having a conversation.<br />
<br />
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
| style="text-align:right;width:30%;" | {{DFtext|Return to current topic (new menu)}}<br />
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up specific incident or rumor (new menu)}}<br />
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Create a performance troupe together (group naming menu)}}<br />
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a hearthperson}}<br />
| Only appears when talking to a lord/lady who you aren't under the command of. Allows you to become one of the leader's guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a hearthperson}}<br />
| Only appears when you are a leader. Allows the listener to become one of your guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a lieutenant}}<br />
| Only appears when talking to a bandit leader who you aren't under the command of. Allows you to become one of the leader's lieutenants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a lieutenant}}<br />
| Only appears when you are a bandit leader. Allows the listener to become one of your lieutenants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to be made a performer for group}}<br />
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for your performance troupe to become performers for group}}<br />
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}<br />
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}<br />
|-<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}<br />
| Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up the journey together}}<br />
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about any troubles}}<br />
| Asks the listener what things in the world are bothering them and their people.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for directions (new menu)}}<br />
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the local ruler}}<br />
| As you might imagine, this gets you some information on who controls this particular area.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Trade or settle debts}}<br />
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about available services, drinks, rooms, etc.}}<br />
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Exchange, give, or take personal items}}<br />
| Like {{DFtext|Trade}}, only that it works with non-merchants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}<br />
| Takes the player to a menu of various requests you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depend on who you're talking to.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask listener to join you (new menu)}}<br />
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Claim this site for yourself (group naming menu)}}<br />
| This option allows you to stake a claim on the site you are in. You need to retire or be a hearthperson or lieutenant to be able to claim as an Outsider.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for permission to stay a day}}<br />
| Allows you to sleep in the listener's building for the night.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the structure you are in}}<br />
| Tells you about whatever structure you are standing in, if you are standing in one.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about this site's neighbors and trade partners}}<br />
| Lets you learn what sites this site is neighboring and/or trading with.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the surrounding area}}<br />
| Choosing this will tell you about some location nearby, and why it's significant.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Express your emotions (new menu)}}<br />
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|State your values (new menu)}}<br />
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument, your opposition's [[Personality_trait|values]] will change to match yours. If you give in, yours will change. This can result in your needs changing. {{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on weather}}<br />
| Small talk about the weather. Really.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on natural surroundings}}<br />
| Same as the weather, only about the nature around you.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Accuse listener of being a night creature}} <br />
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about listener's profession}}<br />
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. This can also potentially oust bandits if they aren't hostile, if you aren't sure you have the right <strike>victim</strike> suspect.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about listener's family}}<br />
| Discover what family the listener has, as expected.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Brag about your past violent acts}}<br />
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least of severely less impact than summarizing the conflict.{{Verify}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Say goodbye}}<br />
| Ends the conversation.<br />
|}<br />
<br />
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.<br />
<br />
=== Companions ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|c}}<br />
| View companion interface<br />
|}<br />
<br />
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you. However, average soldiers will gladly join you "if you lead [them] to glory and death".<br />
<br />
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.<br />
<br />
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed. If they survive long enough/are trained well enough, then companions are capable of leveling stats and skills. Thus, they are susceptible to gaining a title or having a job title change as well. Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement. If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a "minor river" (shown by a single dark blue line). Brooks are obviously also safe to cross.<br />
<br />
{{new in v0.42}}<br />
In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.<br />
<br />
=== Personal finance ===<br />
<br />
==== ''Trading (barter)'' ====<br />
<br />
In human towns (not hamlets or castles), you can find shops, in elven Trading-trees you can find markets, and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted, all of the items you offered will be on the floor underneath you. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.<br />
<br />
==== ''Theft'' ====<br />
<br />
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep, still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill-repute in another country. In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.<br />
<br />
==== ''Managing coins'' ====<br />
<br />
You will find that coins from one civilization are nearly worthless in other civilizations (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher-denomination currency first but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. <br />
<br />
Coin values are as follows:<br />
* Copper Coin == 1☼<br />
* Silver Coin == 5☼<br />
* Gold Coin == 15☼<br />
<br />
To receive the maximum amount of gold coins from that merchant, make sure the amount '''they owe you''' during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value, and then sell back all of the goods for their original value, but in gold. Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in any given world - please harvest responsibly.<br />
<br />
==== ''Where to get items to sell'' ====<br />
<br />
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits. You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods. The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items. Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag. At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.<br />
<br />
You can also try filling your backpack from a river - it can hold up to 100 units of water, which is worth 100☼ total. After you sell it, water will drop to the floor as a pool, and the backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it. Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud, despite the unlimited free mud just outside their shop.<br />
<br />
=== Quest log ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Q}}<br />
| Open quest log<br />
|-<br />
| {{k|Esc}}<br />
| Exit quest log<br />
|-<br />
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}<br />
| Access various lists<br />
|-<br />
| {{k|m}}<br />
| Switch between the world map and additional info<br />
|-<br />
| {{k|z}}<br />
| Center cursor on location of selected list item, if known<br />
|-<br />
| {{k|c}}<br />
| Center cursor on your location<br />
|-<br />
| {{k|l}}<br />
| Toggle the visibility of the line between you and some other point on the map.<br />
|-<br />
| {{k|f}}<br />
| Filter the list<br />
|-<br />
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}<br />
| Navigate the list<br />
|}<br />
<br />
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.<br />
<br />
There are various kinds of lists you can check on the quest log:<br />
<br />
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.<br />
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.<br />
* '''Sites''' — A list of various sites around the world.<br />
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.<br />
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord, and why people are traveling with you and the history of your agreements.<br />
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.<br />
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.<br />
<br />
=== Create ===<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|x}}<br />
| Perform action (butcher, create item...)<br />
|}<br />
<br />
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. In addition to crafting, other actions can be performed.<br />
<br />
==== ''Crafting'' ====<br />
<br />
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.<br />
<br />
* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...<br />
<br />
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.<br />
<br />
* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.<br />
<br />
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in a fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.<br />
<br />
==== ''Butchery'' ====<br />
<br />
'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.<br />
<br />
==== ''Natural abilities and acquired powers'' ====<br />
<br />
* '''Spitting''' gives you spit(if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.<br />
<br />
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.<br />
<br />
==== ''Composing'' ====<br />
<br />
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.<br />
<br />
==== ''Writing'' ====<br />
<br />
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.<br />
<br />
* '''Guide''' - General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail.<br />
<br />
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The ascension of that adventurer to lordship, companions joining the party, and other such events.<br />
<br />
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.<br />
<br />
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject.<br />
<br />
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.<br />
<br />
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song on.<br />
<br />
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.<br />
<br />
* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.<br />
<br />
Additionally at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.<br />
<br />
== Woodcutting, building and site management ==<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|b}}<br />
| Found a site and build<br />
|}<br />
<br />
Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.<br />
<br />
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).<br />
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay) After building your structure, you can designate zones for {{DFtext|Mead Hall}}, {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).<br />
<br />
==== ''Faction management'': ====<br />
<br />
After you create a mead hall zone, you can claim it like you can claim any mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the<br />
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.<br />
<br />
== Sites ==<br />
<br />
More information on each type of site can be found in the site's specific article.<br />
<br />
=== ''Civilization'' ===<br />
<br />
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.<br />
<br />
==== ''Human sites'' ====<br />
<br />
===== ''Towns'' {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====<br />
Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.<br />
<br />
===== ''Hamlets'' {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====<br />
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.<br />
<br />
==== ''Dwarven sites'' ====<br />
<br />
===== ''Dwarf fortresses'' {{Raw Tile|Ω|7:0:1}} =====<br />
These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.<br />
<br />
===== ''Mountain halls'' {{Raw Tile|Ω|0:0:1}} =====<br />
[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.<br />
<br />
===== ''Hillocks'' {{Raw Tile|Ω|7:0:0}} =====<br />
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].<br />
<br />
==== ''Elven sites'' ====<br />
<br />
===== ''Forest retreats'' {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====<br />
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.<br />
<br />
==== ''Goblin sites'' ====<br />
<br />
===== ''Dark fortresses'' {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====<br />
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].<br />
<br />
===== ''Dark pits'' {{Raw Tile|º|5:0:0}}=====<br />
These are the goblin equivalent of hamlets and hillocks. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.<br />
<br />
==== ''Kobold sites'' ====<br />
===== ''Caves'' {{Raw Tile|•|0:0:1}}=====<br />
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.<br />
<br />
==== ''Beast and night creature sites'' ====<br />
<br />
===== ''Necromancers' towers'' {{Raw Tile|I|5:0:0}} =====<br />
[[Necromancer]]s' Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[Book|book]] from your [[Library|library]]) and gain the ability to raise corpses.<br />
<br />
===== ''Lairs'' {{Raw Tile|•|0:0:1}}=====<br />
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.<br />
<br />
===== ''Minotaurs' labyrinths'' {{Raw Tile|#|0:7:0}}=====<br />
A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.<br />
<br />
===== ''Shrines'' {{Raw Tile|Å|7:0:0}} =====<br />
[[Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.<br />
<br />
== FAQ ==<br />
<br />
=== ''How do I cut down a tree?'' ===<br />
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included).<br />
Then walk up to the tree and press "g", select the "fell tree" option. {{version|0.43.01}}<br />
<br />
=== ''How do I find an entrance to the underworld?'' ===<br />
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.<br />
<br />
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.<br />
<br />
Method 3: You can start a [[fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.<br />
<br />
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer. Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.<br />
<br />
=== ''I keep getting maimed! How can I fight without getting seriously hurt?'' ===<br />
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.<br />
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.<br />
* Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until your endurance is high enough this may be exhausting, but active dodging and blocking will recover energy.<br />
* If you have good speed, try to '''fight enemies one-by-one''' — keep dodging away and only attack when you're within range of just one enemy. Maneuvering around charging opponents can cause them to collide with each other and become prone and/or stunned. Above all, don't let yourself get flanked by an enemy, much less surrounded. <br />
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.<br />
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is out of striking range, consider throwing a knife, rock, or other object to do some damage before they can retaliate. However, keep in mind that throwing takes time, and if the enemy is too close you may give them the first and possibly even second strike before ''you'' can retaliate. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.<br />
* Follow the advice under [[#Combat Preferences|Combat Preferences]].<br />
<br />
=== ''How can I obtain armor as quickly as possible?'' ===<br />
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.<br />
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.<br />
* You can also take along companions and have them killed, or just plainly murder people and take their stuff. <br />
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Use the exchange personal item option, as only shopkeepers accept the straight trade option. Remember that coins only have nominal value in the civilization they've been minted in, but gems are equally valuable anywhere. You can also trade your own crafts or clothing in exchange for the armor the soldiers are wearing. <br />
* Warehouses in human towns tend to have items in them, including weaponry, food, Items of high value, and alongside those is armor. Though a cheeky way to get equipment, it works if you want to have a fast adventure.<br />
* If you don't mind taking extra time, you can also start a "temporary" fortress, make as much armor as you could and then abandon/retire to return there as an adventurer later.<br />
** Although this may take a while, with this method your adventurer may obtain quite precious, powerful and nearly unobtainable otherwise items like a full set of ☼Adamantium armor☼.<br />
** You can also make some other items quite important to an adventurer, such as ☼weapons☼ or a huge amount of lightweight trade goods, like platinum rings encrusted with diamonds. This may provide an even better alternative to coins than just simple cut gems, depending on the skills of your character.<br />
** If you choose to abandon the "fortress" instead of retiring, remember to put your precious preserved goods in some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scatter all over the "fortress" if they have a walkable path from an edge of the map (see [[Abandon]]).<br />
<br />
=== ''How do I increase my skills and attributes?'' ===<br />
<br />
Here are some techniques for raising your skills; very rapidly in some cases.Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier. Increasing skills increases associated attributes, which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping, which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.<br />
<br />
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p><br />
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. Stay occupied (tell the enemy a story about one of your fortresses or mumble a "poem" written with Dabbling skills) for a nice time skip. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.<br />
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.<br />
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)</p><br />
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.<p>An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|<}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.</p><br />
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach). Sneaking on fast travel will not raise Ambushing.<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.</p><br />
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).<p>Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.</p><p>As of version 0.40.23, one seems to acquire skill in Observer from regular combat, as it's used to tell what weapon an enemy is using to attack you.</p><br />
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.<br />
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.<br />
<br />
=== ''I managed to escape, but my limbs are chopped off. Now what?'' ===<br />
<br />
'Tis but a scratch! Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before. Now, go find someplace reasonably safe, and walk back and forth until your Crutch Walking skill gets up to Legendary. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before. You can wield a sword, shield, and crutch all in one hand, so, even if you are missing an arm, then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing, then you'll be limited to rolling around on the ground biting things, though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, but if you lose both legs, then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.<br />
<br />
=== ''What creatures of night can I become?'' ===<br />
<br />
You basically have four different choices. Firstly, you can become a [[necromancer|'''necromancer''']]:<br />
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies and mummies don't attack you and your physical stats are permanently fixed. The last one means it's wise to train them beforehand.<br />
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.<br />
* Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are, however, an easy way to gain manpower for construction.<br />
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.<br />
<br />
Secondly, you can become a [[vampire|'''vampire''']]:<br />
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes. Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared.<br />
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.<br />
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.<br />
* Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions, where companions would only care if you drained someone they cared about.<br />
* To become a vampire, defeat one in combat and drink his blood.<br />
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}<br />
<br />
Thirdly, you can become a [[werebeast|'''werebeast''']]:<br />
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.<br />
* There's a fixed list of animals on which the wereform is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.<br />
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.<br />
* You don't show any abnormality outside of beast form. You are still mortal.<br />
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.<br />
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.<br />
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.<br />
* Also, some werebeasts are truly gigantic — the weremammoth has a size of 9000000, on par with demons.<br />
* To become a werebeast, make one bite you - it has to be in the beast form.<br />
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a werebeast by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}<br />
* You cannot be a werebeast and a vampire at the same time.<br />
<br />
And finally, you can become a mist [[zombie|'''zombie''']]:<br />
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have the health point limit that raised zombies have.<br />
* You become permanently hostile to everyone except other undead.<br />
* Your strength and toughness are tripled and fixed. Train beforehand.<br />
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.<br />
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.<br />
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.<br />
<br />
=== ''What does it mean to be cursed?'' ===<br />
After suffering a mummy's curse, you will critically fail 20% of all skill checks, so you miss attacks, fail when reciting poetry etc.<br />
<br />
=== ''Can zombie companions build for me?'' ===<br />
Yes, they can build just like any other companion.<br />
<br />
==See also==<br />
*[[Adventure mode quick reference]]<br />
*[[Adventure mode quick start]]<br />
<br />
==A glimpse into the Future==<br />
{{D for dwarf}}<br />
<br />
* Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer :<br />
<br />
{{Quote|align=left|<br />
... While seemingly absurd, the practice of one's abilities with a ranged weapon can be furthered by directing said weapon towards the sky. <br />
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. <br />
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. <br />
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. <br />
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. <br />
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}<br />
[[ru:Adventurer mode]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Entity_token&diff=247273
Entity token
2019-09-28T19:41:52Z
<p>Loci: rv more</p>
<hr />
<div>{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}<br />
{{av}}<br />
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.<br />
<br />
<br />
== Gameplay ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}<br />
| order<br />
| Allows adventure mode for entities with sites. Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.<br />
<br />
[ADVENTURE_TIER:4]<br />
<br />
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.<br />
<br />
|-<br />
| {{text anchor|INDIV_CONTROLLABLE}}<br />
| <br />
| Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.<br />
<br />
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] OUTSIDER_CONTROLLABLE.<br />
<br />
|-<br />
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}<br />
| <br />
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| creature<br />
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. <br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| integer (or generic token?)<br />
| Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].<br />
<br />
|}<br />
<br />
== Placement ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|BIOME_SUPPORT}}<br />
|<br />
* [[Biome token|biome]]<br />
* frequency<br />
| Higher numbers make the entity more likely to settle there.<br />
[BIOME_SUPPORT:ANY_GRASSLAND:4]<br />
<br />
|-<br />
| {{text anchor|START_BIOME}}<br />
| [[Biome token|biome]]<br />
| Birth of the civilization can be performed in this biome.<br />
[START_BIOME:ANY_FOREST]<br />
<br />
|-<br />
| {{text anchor|EXCLUSIVE_START_BIOME}}<br />
| [[Biome token|biome]]<br />
| Birth of the civilization only occurs in this biome.<br />
[EXCLUSIVE_START_BIOME:MOUNTAIN]<br />
<br />
|-<br />
| {{text anchor|SETTLEMENT_BIOME}}<br />
| [[Biome token|biome]]<br />
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME. Used for dwarven hillocks.<br />
[SETTLEMENT_BIOME:ANY_GRASSLAND]<br />
<br />
|-<br />
| {{text anchor|DEFAULT_SITE_TYPE}}<br />
| site type<br />
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].<br />
[DEFAULT_SITE_TYPE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|LIKES_SITE}}<br />
| site type<br />
| Most residents will try to move to this site type, unless already at one.<br />
[LIKES_SITE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|TOLERATES_SITE}}<br />
| site type<br />
| Some residents will try to move to this site type, unless already at one.<br />
[TOLERATES_SITE:CITY]<br />
<br />
|-<br />
| {{text anchor|WORLD_CONSTRUCTION}}<br />
| construction<br />
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.<br />
[WORLD_CONSTRUCTION:BRIDGE]<br />
[WORLD_CONSTRUCTION:ROAD]<br />
[WORLD_CONSTRUCTION:TUNNEL]<br />
[WORLD_CONSTRUCTION:WALL]<br />
<br />
|}<br />
<br />
== Population ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|MAX_POP_NUMBER}}<br />
| number<br />
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.<br />
[MAX_POP_NUMBER:500]<br />
<br />
|-<br />
| {{text anchor|MAX_SITE_POP_NUMBER}}<br />
| number <br />
| Max historical population per individual site. Defaults to 50.<br />
[MAX_SITE_POP_NUMBER:200]<br />
<br />
|-<br />
| {{text anchor|MAX_STARTING_CIV_NUMBER}}<br />
| number<br />
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws. Once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.<br />
[MAX_STARTING_CIV_NUMBER:3]<br />
<br />
|}<br />
<br />
== Flavor ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|PERMITTED_BUILDING}}<br />
| building name <br />
| The named, custom building can be built by a civilization in Fortress Mode.<br />
[PERMITTED_BUILDING:SOAP_MAKER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_JOB}}<br />
| [[Unit type token|profession]]<br />
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.<br />
[PERMITTED_JOB:MINER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_REACTION}}<br />
| reaction name <br />
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.<br />
[PERMITTED_REACTION:TAN_A_HIDE]<br />
<br />
|-<br />
| {{text anchor|CURRENCY_BY_YEAR}}<br />
| <br />
| Causes the civ's currency to be numbered with the year it was minted.<br />
<br />
|-<br />
| {{text anchor|CURRENCY}}<br />
|<br />
* inorganic material<br />
* value<br />
| What kind of metals the civ uses for coin minting as well as the value of the coin.<br />
[CURRENCY:SILVER:5]<br />
<br />
|-<br />
| {{text anchor|ART_FACET_MODIFIER}}<br />
|<br />
* type<br />
* number<br />
| OWN_RACE, FANCIFUL, EVIL, GOOD<br />
Number goes from 0 to 25600 where 256 is the default.<br />
[ART_FACET_MODIFIER:OWN_RACE:512]<br />
<br />
|-<br />
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| CREATURE, PLANT, TREE, SHAPE, ITEM<br />0-25600<br />
<br />
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.<br />
<br />
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]<br />
<br />
|-<br />
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE<br />0-25600<br />
<br />
Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes".<br />
<br />
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]<br />
<br />
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.<br />
<br />
|-<br />
| {{text anchor|TRANSLATION}}<br />
| language<br />
| What language raw the entity uses.<br />
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.<br />
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.<br />
[TRANSLATION:DWARF]<br />
<br />
|-<br />
| {{text anchor|SELECT_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR<br />
Causes the entity to more often use these symbols in the particular SYM set.<br />
[SELECT_SYMBOL:ALL:PEACE]<br />
<br />
|-<br />
| {{text anchor|SUBSELECT_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
<br />
|-<br />
| {{text anchor|CULL_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| Causes the entity to not use the words in these SYM sets.<br />
[CULL_SYMBOL:ALL:UGLY]<br />
<br />
|-<br />
| {{text anchor|FRIENDLY_COLOR}}<br />
| see [[color]]<br />
|<br />
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.<br />
<br />
[FRIENDLY_COLOR:1:0:1]<br />
<br />
|}<br />
<br />
== Religion ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|RELIGION}}<br />
| type<br />
|<br />
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.<br />
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.<br />
<br />
[RELIGION:PANTHEON]<br />
<br />
|-<br />
| {{text anchor|RELIGION_SPHERE}}<br />
| sphere<br />
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.<br />
<br />
[RELIGION_SPHERE:FORTRESSES]<br />
<br />
|-<br />
| {{text anchor|SPHERE_ALIGNMENT}}<br />
|<br />
* type<br />
* number<br />
|<br />
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.<br />
<br />
[SPHERE_ALIGNMENT:TREES:512]<br />
<br />
|}<br />
<br />
== Leadership ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|POSITION}}<br />
| string<br />
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].<br />
<br />
|-<br />
| {{text anchor|LAND_HOLDER_TRIGGER}}<br />
|<br />
* land holder number<br />
* population<br />
* wealth exported<br />
* created wealth<br />
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.<br />
<br />
|-<br />
| {{text anchor|SITE_VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.<br />
<br />
|}<br />
<br />
== Behavior ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ETHIC}}<br />
| <br />
*behavior<br />
*reaction<br />
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.<br />
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]<br />
<br />
|-<br />
| {{text anchor|VALUE}}<br />
| <br />
*value<br />
*number<br />
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).<br />
[VALUE:CRAFTSMANSHIP:50]<br />
<br />
|-<br />
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}<br />
|<br />
*value or ALL<br />
*min<br />
*max<br />
| Makes values randomized rather than specified.<br />
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.<br />
<br />
<br />
|-<br />
| {{text anchor|WILL_ACCEPT_TRIBUTE}}<br />
| <br />
| Makes the civ's traders accept offered goods.<br />
<br />
|-<br />
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}<br />
| <br />
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.<br />
<br />
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}<br />
<br />
|-<br />
| {{text anchor|ABUSE_BODIES}}<br />
| <br />
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.<br />
<br />
|-<br />
| {{text anchor|ACTIVE_SEASON}}<br />
| season<br />
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.<br />
[ACTIVE_SEASON:AUTUMN]<br />
<br />
|-<br />
| {{text anchor|AMBUSHER}}<br />
| <br />
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
|<br />
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.<br />
<br />
|-<br />
| {{text anchor|BABYSNATCHER}}<br />
|<br />
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.<br />
<br />
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}<br />
| <br />
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}<br />
| <br />
| Makes the civilization build tombs.<br />
<br />
|-<br />
| {{text anchor|BANDITRY}}<br />
| percentage<br />
| Sets a percentage of the entity population to be used as bandits.<br />
<br />
|-<br />
| {{text anchor|DIPLOMAT_BODYGUARDS}}<br />
|<br />
| Visiting diplomats are accompanied by a pair of soldiers.<br />
|-<br />
| {{text anchor|GENERATED}}<br />
|<br />
| Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}<br />
|<br />
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}<br />
<br />
|-<br />
| {{text anchor|ITEM_THIEF}}<br />
|<br />
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.<br />
<br />
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.<br />
<br />
|-<br />
| {{text anchor|LOCAL_BANDITRY}}<br />
|<br />
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_BODYGUARDS}}<br />
|<br />
| Caravan merchants are accompanied by soldiers.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_NOBILITY}}<br />
|<br />
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}<br />
| level<br />
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}<br />
| level<br />
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE}}<br />
| level<br />
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|SIEGER}}<br />
|<br />
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for "first contact" are reached.<br />
<br />
|-<br />
| {{text anchor|SITE_GUARDIAN}}<br />
|<br />
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]]. Used in generated divine entities. <br />
<br />
|-<br />
| {{text anchor|SKULKING}}<br />
|<br />
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.<br />
<br />
|-<br />
| {{text anchor|TREE_CAP_DIPLOMACY}}<br />
|<br />
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.<br />
<br />
|-<br />
| {{text anchor|LAYER_LINKED}}<br />
| <br />
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.<br />
<br />
|-<br />
| {{text anchor|UNDEAD_CANDIDATE}}<br />
|<br />
| Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode.<br />
<br />
|-<br />
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}<br />
|<br />
| Makes civilizations generate the given instruments/forms.<br />
<br />
|-<br />
| {{text anchor|SCHOLAR}}{{version|0.42.01}}<br />
| scholar type<br />
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER<br />
<br />
|-<br />
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}<br />
|<br />
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.<br />
<br />
|-<br />
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}<br />
|<br />
| Used for kobolds.<br />
<br />
|}<br />
<br />
== Available resources ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|AMMO}}<br />
| item token<br />
| <br />
[AMMO:ITEM_AMMO_BOLTS]<br />
<br />
|-<br />
| {{text anchor|ARMOR}}<br />
|<br />
* item token<br />
* rarity<br />
|Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]<br />
<br />
|-<br />
| {{text anchor|DIGGER}}<br />
| item token<br />
| Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].<br />
[DIGGER:ITEM_WEAPON_PICK]<br />
<br />
|-<br />
| {{text anchor|GLOVES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]<br />
<br />
|-<br />
| {{text anchor|HELM}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[HELM:ITEM_HELM_HELM:COMMON]<br />
<br />
|-<br />
| {{text anchor|INSTRUMENT}}<br />
| item token<br />
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.<br />
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]<br />
<br />
|-<br />
| {{text anchor|PANTS}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[PANTS:ITEM_PANTS_PANTS:COMMON]<br />
<br />
|-<br />
| {{text anchor|SHIELD}}<br />
| item token<br />
| <br />
[SHIELD:ITEM_SHIELD_SHIELD]<br />
<br />
|-<br />
| {{text anchor|SHOES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[SHOES:ITEM_SHOES_SHOES:COMMON]<br />
<br />
|-<br />
| {{text anchor|SIEGEAMMO}}<br />
| item token<br />
| <br />
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]<br />
<br />
|-<br />
| {{text anchor|TOOL}}<br />
| item token<br />
| <br />
[TOOL:ITEM_TOOL_NEST_BOX]<br />
<br />
|-<br />
| {{text anchor|TOY}}<br />
| item token<br />
| <br />
[TOY:ITEM_TOY_PUZZLEBOX]<br />
<br />
|-<br />
| {{text anchor|TRAPCOMP}}<br />
| item token<br />
| <br />
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]<br />
<br />
|-<br />
| {{text anchor|WEAPON}}<br />
| item token<br />
| <br />
[WEAPON:ITEM_WEAPON_AXE_BATTLE]<br />
<br />
|-<br />
| {{text anchor|USE_ANIMAL_PRODUCTS}}<br />
|<br />
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.<br />
<br />
|-<br />
| {{text anchor|USE_ANY_PET_RACE}}<br />
| <br />
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.<br />
<br />
|-<br />
| {{text anchor|USE_CAVE_ANIMALS}}<br />
|<br />
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_ANIMALS}}<br />
|<br />
| Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_PLANTS}}<br />
|<br />
| As EVIL creatures for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_WOOD}}<br />
|<br />
| As EVIL creatures for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_ANIMALS}}<br />
|<br />
| Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_PLANTS}}<br />
|<br />
| As GOOD creatures for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_WOOD}}<br />
|<br />
| As GOOD creatures for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}<br />
|<br />
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_MOUNT}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PACK}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PET}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PULL}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.<br />
<br />
|-<br />
| {{text anchor|RIVER_PRODUCTS}}<br />
|<br />
| Allow civ to use river products in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|OCEAN_PRODUCTS}}<br />
|<br />
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).<br />
<br />
|-<br />
| {{text anchor|INDOOR_FARMING}}<br />
| <br />
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_FARMING}}<br />
|<br />
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.<br />
<br />
|-<br />
| {{text anchor|INDOOR_GARDENS}}<br />
| <br />
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_GARDENS}}<br />
|<br />
| Allow civ to use outdoor plant growths in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_ORCHARDS}}<br />
|<br />
| Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_ORCHARDS}}<br />
|<br />
| Allows civ to use outdoor tree growths in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|CLOTHING}}<br />
|<br />
| Civ members will attempt to wear clothing.<br />
<br />
|-<br />
| {{text anchor|SUBTERRANEAN_CLOTHING}}<br />
|<br />
| Will wear things made of spider silk and other subterranean materials. <br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}<br />
|<br />
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.<br />
<br />
|-<br />
| {{text anchor|IMPROVED_BOWS}}<br />
|<br />
| Adds decorations to weapons generated for bowman and master bowman. An elf hack.<br />
<br />
|-<br />
| {{text anchor|METAL_PREF}}<br />
|<br />
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.<br />
<br />
|-<br />
| {{text anchor|STONE_PREF}}<br />
|<br />
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.<br />
<br />
|-<br />
| {{text anchor|WOOD_WEAPONS}}<br />
|<br />
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.<br />
<br />
|-<br />
| {{text anchor|WOOD_ARMOR}}<br />
|<br />
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.<br />
<br />
|-<br />
| {{text anchor|GEM_PREF}}<br />
|<br />
| Enables creatures of this entity to bring gems in trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_WOOD}}<br />
| <br />
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_WOOD}}<br />
|<br />
| Allow civ to use outdoor wood types, such as mangrove and oak.<br />
<br />
|-<br />
| {{text anchor|GEM_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Precious gems cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|STONE_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CLOTHING}}<br />
|<br />
| Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CRAFTS}}<br />
|<br />
| Allows civ to use materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_WEAPONS}}<br />
|<br />
| Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_ARMOR}}<br />
|<br />
| Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities.<br />
<br />
|}<br />
<br />
== Animal definitions ==<br />
<br />
{{version|0.44.01}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ANIMAL}}<br />
|<br />
| Start an animal definition.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_TOKEN}}<br />
| [[creature token]]<br />
| Select specific creature.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CASTE_TOKEN}}<br />
| [[Caste|creature caste token]]<br />
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Select creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Forbid creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}<br />
|<br />
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. <br />
<br />
|-<br />
|<br />
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}<br />
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}<br />
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}<br />
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}<br />
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}<br />
|<br />
| Override creature usage tokens. Respectively:<br />
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]<br />
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]<br />
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]<br />
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]<br />
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]<br />
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.<br />
<br />
|}<br />
<br />
== Tissue styling-related tokens ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE}}<br />
| tissue style unit ID<br />
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.<br />
<br />
|-<br />
| {{text anchor|TS_MAINTAIN_LENGTH}}<br />
|<br />
* minimum length?<br />
* maximum length?<br />
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.<br />
Dwarves have their beards set to 100:NONE by default.<br />
<br />
|-<br />
| {{text anchor|TS_PREFERRED_SHAPING}}<br />
| styling token<br />
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.<br />
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.<br />
<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Entity token]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Important_advice&diff=247272
Important advice
2019-09-28T19:38:09Z
<p>Loci: rv, User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Superior|10:08, 8 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
Here are a few things to keep in mind when playing ''Dwarf Fortress''.<br />
<br />
Above all, one must remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get the hang of things &ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.<br />
But remember: losing means that next time, you'll remember how you lost! In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.<br />
<br />
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]<br />
<br />
== Advice ==<br />
<!-- General suggestions and philosophy --><br />
* Keep in mind that ''Dwarf Fortress'' doesn't have a "win" condition. It just has a long series of "lose" conditions. (Well, really just one lose condition {all your Dwarves die}, but many ways to accomplish it.)<br />
** It's not a guaranteed loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.<br />
** You can also {Abandon Fortress} and put your hard-won experience to use building a new, better fortress elsewhere.<br />
<br />
* Learn the [[controls_guide|controls]]. There are lots, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.<br />
<br />
* If your game is running slowly, learn how to [[Maximizing framerate|maximize your framerate]]. Perhaps try a 3x2 size embark.<br />
<br />
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than, after a crash, having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.<br />
** Consider enabling the seasonal auto-save feature by editing your /data/init/d_init.txt file.<br />
** NOTE: you need several hundred MBs per save; if you run out of harddrive space, Dwarf Fortress will ''pretend'' to save correctly, but your save will be unloadable. Opening other saves to verify that they still work, then exiting, will corrupt your previously-working saves as well. Make sure you have sufficient free space before launching Dwarf Fortress!<br />
<br />
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.<br />
<br />
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default [[tilesets|tileset]], your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.<br />
<br />
== Tips ==<br />
<!-- Little facts about the game to keep in mind --><br />
* Dwarves thrive on [[alcohol]]. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.<br />
* Dwarves also need [[food]], obviously - and a good [[cook]] (and a nice dining hall) go a long way towards keeping your fortress happy.<br />
** Don't cook all your alcohol or all your [[seed]]s (or all the things that leave seeds). ({{k|z}} >> Kitchen).<br />
* Dwarves tend to get trapped easily. They like [[Digging#Dig_Priority|building and digging things from certain directions]], so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if you ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.<br />
* Digging, wood cutting, and engraving are [[noise|noisy]]. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.<br />
* [[Trap]]s can help take care of invaders at no risk to your dwarves. Any fortress can build a <!-- tub style mechanical chicken plucker --> bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).<br />
* Having a dwarf with the Appraiser skill to be your [[broker]] will help a lot when [[trading]]. Otherwise, you can't see how much an item is worth.<br />
* [[Chain]]ing some [[dog]]s by your front door may deter thieves.<br />
* Remember that dwarves can be assigned new [[labor|jobs]] at any time. If your carpenter has died, your cheesemaker can start making beds. (He won't be good at it, since he doesn't have the skill, but lowest-quality beds are better than sleeping on the ground.)<br />
* Idle carpenters? It's hard to have too many [[barrel]]s (or too many [[bin]]s... [[bed]]s for the next wave of [[immigrant]]s are pretty handy too). Idle masons? You can fit a lot of [[door]]s and [[statue]]s into your fortress, and a ready supply of [[block]]s can speed up later [[construction]]s.<br />
* Too many [[immigrant]]s? Don't know what to do with them? Have you started an [[military|army]] yet?<br />
* When setting a [[water]] source (for designated drinking zones) or a [[fishing]] zone, remember that only walkable tiles are valid - you need only mark the shore.<br />
* When in doubt, wall off the outside world and do soldier training for a year.<br />
* [[Soap]] is important. If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in. Make sure to set up a [[hospital]] to prevent your dwarves from wasting all your soap.<br />
* Do not take on an armoured opponent with your fists; you will lose. Wrestling is not very effective and the use of quality metal weapons is strongly encouraged. (Make sure you don't attack with [[training weapon]]s either!)<br />
* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a [[giant cave spider]] (or [[Hidden_Fun_Stuff|worse]]) results in much [[fun]]. Make sure to properly train and equip your soldiers before breaching the depths. Equipment and training are vital to the defense of your fortress.<br />
* [[Wood]] is primarily needed for [[bed]]s and [[bin]]s -- [[large pot]]s work better as [[container]]s for [[food]] and [[drink]] in most situations, and can be created by any [[stonecrafter]] from your most plentiful resource: rock.<br />
<br />
== Tricks ==<br />
<!-- Specific little actions the users can take to make their lives better --><br />
* To find a dead dwarf, go under status ({{k|z}}), then select stock>>corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.<br />
<br />
* Don't like all the stone laying around? Instead of using a stone [[stockpile]] create a 1-square garbage [[zone]] and [[dump]] ({{k|d}}esignate, {{k|b}}ulk, {{k|d}}ump) the stone. Reclaim ({{k|d}}, {{k|b}}, {{k|c}}laim) the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop). You can also use the mouse to paint which stones to dump. See [[stone management]] for more information.<br />
<br />
* [[miasma|Miasma]] from a garbage zone won't spread diagonally. Making your garbage dump a 1-tile room dug diagonally into a corner means you won't even need a door.<br />
<br />
* Usually the closest available material (to the dwarf!) is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can create a custom stockpile (e.g. for [[bauxite]]) next to your workshop and link it to the desired workshop. This also prevents your [[mason]] from hauling stone across the map from wherever he happened to be when you ordered a new door.<br />
** Create a high-[[quality]] custom [[furniture]] stockpile and link it to your [[jeweler's workshop]] so your [[gem setter]] doesn't waste time (and valuable [[gem]]s) encrusting stupid things like [[bin]]s, [[barrel]]s, and [[ballista arrow|ballista bolts]].<br />
<br />
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood and refuse or making your weavers stop heading into the [[cavern]]s to collect spiderwebs and get slaughtered by wild animals.<br />
<br />
* Hitting {{k|x}} when building a building (especially a cage) expands the list of items, so you can pick a specific one by [[quality]] or content (a nice bed for a [[noble]]'s bedroom, or a rare beast for your [[zoo]]).<br />
<br />
* If you're scanning the outdoors for your next swath of [[tree]]s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.<br />
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly [[sand]] spots scattered around on a sandy map.)<br />
<br />
* Take preventative measures to avoid [[cave adaptation]]. Only one of these is necessary.<br />
** Build a walled [[statue]] garden outside your fortress.<br />
** A protective wall around an outdoor well or other meeting area also works well.<br />
** In any central stairways dig up to the surface. Any dwarfs moving through that central stairway will receive their daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.<br />
** You could even rely on the one activity that every dwarf does with regularity - [[alcohol|drinking]]. Store the fortress's booze supplies in a well-defended tower atop your fortress.<br />
** Keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways; though putting in a ''glass'' roof might not be a bad idea if you feel like it)<br />
<br />
* [[Trade]] for basic items like [[meat]] and [[wood]]. They're cheap, and it's easier than gathering them yourself. It's amazing how many logs you can get for a couple mugs. Keep plenty of [[useless crap|valuable supplies]] for trading; a single skilled craftsdwarf with a steady supply of stone can potentially purchase every single item of value from every caravan that stops by.<br />
<br />
{{Category|Guides}}<br />
[[ru:Important advice]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Dragon&diff=247270
Dragon
2019-09-28T19:35:32Z
<p>Loci: thieve -> pilfer</p>
<hr />
<div>{{Quality|Exceptional|18:08, 6 May 2015 (UTC)}}<br />
{{Creaturelookup/0<br />
|bone=66-110<br />
|tooth=3<br />
|meat=113-173<br />
|fat=42-65<br />
|nail=1<br />
|lung=8-18<br />
|heart=2-4<br />
|intestine=14-27<br />
|liver=4-9<br />
|tripe=4-9<br />
|sweetbread=2-4<br />
|spleen=2-4<br />
|kidney=4-8<br />
|brain=4-8<br />
|skull=1<br />
|skin=scale<br />
|eye=2<br />
|contrib=no<br />
|wiki=yes<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Dragons''' are gigantic, fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are a different creature than the similarly-named [[cave dragon]].<br />
<br />
While based on the western dragon model, dragons do not fly nor have wings, and are not intelligent (though there is room to address this; see Bugs and Future Plans). They are immune to both [[fire]] and [[magma]]; however, they can still [[swimmer|drown]] if immersed in the latter. They frequently exhale jets of extremely hot (theoretically {{ct|50000}}, over four times the heat of magma) "[[dragonfire]]", which can injure things that are immune to normal fire, such as the [[bronze colossus]]. Only dragons and the [[cave dragon|cave-dwelling subspecies thereof]] are naturally immune to dragonfire; however, dragonfire can be blocked by creatures equipped with [[shield]]s.<br />
<br />
Dragons are covetous and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in worldgen, but when they attack a player fortress they tend to get caged, killed, or distracted burning the whole fortress down.<br />
<br />
Dragons are the [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons] of the megabeasts. They aren't especially durable for a megabeast, and can be slain quite easily with traps or skilled soldiers, however, their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a long distance (20+ tiles) and they breathe fire often.<br />
<br />
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.<br />
<br />
[[File:dragonprev.png|thumb|400px|center|Art by Olivitree - How majestic!]]<br />
<br />
==Dragon Size==<br />
<br />
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm<sup>3</sup> after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm<sup>3</sup> per year. Dragons reach dwarf size shortly after their second birthday, are more than double a dwarf's size at about year 5, and add another dwarf's-worth in size roughly every two years after that.<br />
<br />
*At 23 years, a dragon is the size of a [[giant cheetah]].<br />
*At 100 years, a dragon is the size of a [[draltha]].<br />
*At 200 years, a dragon is the size of an [[elephant]].<br />
*At 320 years, a dragon is the size of a [[hydra]].<br />
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].<br />
*Thereafter, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)<br />
<br />
==Defense strategies==<br />
<br />
Dragonfire can be blocked if the victim is using a shield, and it will be more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s.<br />
<br />
Possibly the best defense is to use piercing weapons like crossbows, and especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply, ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].<br />
<br />
==Domestication==<br />
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. Being megabeasts, dragons are perpetually hostile to your military [[squad]]s and must be kept separated from your soldiers, otherwise they will kill each other on sight.{{bug|10731}}<br />
<br />
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].<br />
<br />
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will immediately be considered adults, though they will still need to progress through 1,000 years of growth to reach full size. As they are born adults, it isn't possible to create [[Animal trainer#Taming children|fully tame]] dragons without [[modding]].<br />
<br />
==Irregularities, Bugs, and Future Plans==<br />
[[File:Dragon_Size.png|frame|Estimated size comparison between a dragon and a dwarf.]]<br />
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as "Large [metal][armor type]" and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.<br />
<br />
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it "Half-Random", with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.<sup>([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])</sup> He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(<sup>[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]</sup>)<br />
<br />
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. <br />
<br />
{{D for Dwarf}}<br />
<br />
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].<br />
<br />
They will, in accordance to popular belief, however, burninate the countryside, the [[peasant|peasants]], and any thatched roof cottages that happen to be around.<br />
<br />
Though dragons are thought to make their lairs in dungeons, actual sightings of "Dragons in Dungeons" are extremely rare.<br />
<br />
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma.<br />
<br />
Dragonfire is also known to make trade depots explode.<br />
<br />
{{Translation<br />
| dwarven = måmgoz<br />
| elvish = vutheni<br />
| goblin = kusnath<br />
| human = tamun<br />
}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Megabeasts}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Brook&diff=247269
Brook
2019-09-28T19:25:44Z
<p>Loci: rv</p>
<hr />
<div>{{Quality|Superior|01:13, 4 February 2015 (UTC)}}<br />
{{av}}<br />
<br />
:''For a visual representation, see'' [[Tile#Brook_tile]].<br />
<br />
A '''brook''' is a small [[river]] that [[creatures]] and [[wagon|wagons]] can travel across without [[swimming]]. Walking across a brook will not even get you wet. (In fact, using the channel command to dig the surface away can leave stones behind, even causing cave-ins if done carelessly). A brook can easily be identified by the white and cyan tiles on its surface, as opposed to the dark blue tiles of a river. These lighter-colored tiles are a special kind of floor tile which acts like a floor [[grate]] most of the time: fluids, such as [[magma]] and [[water]] itself, will fall through it, and it can be fished through as well (remarkably, this floor also seems to support islands, even when the ground beneath that island has been mined out while the brook is in ice form, preventing the island tiles from collapsing despite the fact they are supported by nothing but water).<br />
<br />
[[Water wheel|Water wheels]] and [[well]]s will not function if placed directly over a brook. In order to get a water wheel or well to work over a brook, you must dig a [[channel]] through the [[floor|surface]] of the brook, which removes the floor tiles, making that part like a normal river.<br />
<br />
Water flows from the upstream end of the brook at the edge of the map, while draining at the downstream end. By using {{k|k}} to look at the water levels at the ends of the river, you can determine which end is downstream by looking for tiles that are not full with 7/7 water. You may need to drain some water from the brook before being able to see this effect.<br />
<br />
If water gets on top of the "floor grate" over the brook, the tiles will get mud on them and become farmable, which in itself is strange because normally water would wash away the seeds!<br />
<br />
A [[screw pump]] is capable of drawing water from a brook without channeling its surface. This allows the brook to be left intact when setting up a pump station for the purpose of filling a reservoir somewhere.<br />
<br />
{{World}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Mechanism&diff=247268
Mechanism
2019-09-28T19:22:52Z
<p>Loci: rv unnecessary comma</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
{{furniture<br />
|name = Mechanism<br />
|tile = Ç<br />
|col = 7:1<br />
|stone = yes<br />
|metal = yes<br />
|workshops=<span></span><br />
* [[Mechanic's workshop]]<br /><br />
* [[Metalsmith's forge]]<br />
|labors=<span></span><br />
* [[Mechanics]]<br /><br /><br />
* [[Mechanics]]<br />
}}<br />
[[File:gears2.png|thumb|170px|right|Most common type of mechanism.]]'''Mechanisms''' can be created by a dwarf with the [[mechanics]] labor. Stone mechanisms are made at a [[mechanic's workshop]] from any type of non-economic hard [[stone]]. Metal mechanisms can be made at a [[metalsmith's forge]] from 1 [[bar]] of [[metal]] and 1 bar of [[fuel]], in [[trap component|{{k|t}}rap components]]. Mechanisms at a forge can only be made with [[weapons-grade]] metals. However, using the [[work order]] to make metal mechanisms (either from the manager screen or from a mechanic workshop's [[workshop profile]]) will use a mechanic's workshop instead (with the same labor and materials), and any type of metal can be used.{{bug|9846}}. Mechanisms are stored in the [[furniture]] stockpile.<br />
<br />
== Uses ==<br />
<br />
=== Buildings ===<br />
<br />
Building [[trap]]s, [[lever]]s, [[pressure plate]]s, and [[gear assembly|gear assemblies]] requires one mechanism. Minecart [[roller]]s can require multiple mechanisms depending on length. Linking objects to a lever or pressure plate requires two mechanisms per linked item—one for the linked object, and one for the trigger (the lever or pressure plate). The only way to recover either of these mechanisms is to deconstruct the object linked via that mechanism.<br />
<br />
When designating linkages, the first mechanism chosen will be attached to the building, while the second will be attached to the trigger (pressure plate or lever). This can be important when trying to minimize the use of [[magma-safe]] materials in a structure that will be exposed to high [[temperature]]s.<br />
<br />
Mechanics will install mechanisms. Mechanisms can be linked to objects at any distance and do not require a connection between them.<br />
<br />
Mechanisms for use next to or in magma ''must be'' magma-safe, otherwise they will be destroyed (whether by melting or by burning) and the object to which they are linked will deconstruct.<br />
<br />
=== Trading ===<br />
<br />
Mechanisms make surprisingly good [[trade]] items due to their high [[item value|base value]] of 30. In comparison to other [[craft]]s they are heavy, making them less-than-ideal when trading with [[elf|races]] that do not bring [[wagon]]s. Levers and gear assemblies make good room decorations, as they have a greater base value than that of [[statue]]s and [[window]]s.<br />
<br />
Mechanisms count as furniture. Because of this, the [[Jeweler's workshop]] job "encrust furniture with <gem>" may encrust mechanisms with gems instead of more useful furniture.<br />
<br />
Mechanism [[quality]] determines the skill with which the weapon is "swung" or "fired" by the weapon trap, and affects all the rolls.[http://www.bay12forums.com/smf/index.php?topic=14461.msg.msg131214#msg131214] It does not affect how quickly a trap refires or the probability of the trap jamming.<br />
<br />
== Quantum entanglement ==<br />
<br />
{{D for Dwarf}}<br />
<br />
It is unclear exactly how two (or more) mechanisms talk to each other at a distance without building direct mechanical or electronic channels between them (such as a wire), and given that the dwarves have not discovered radio technology, it is believed by some that the dwarves have actually discovered how to implement and control [[wikipedia:quantum entanglement|quantum entanglement]] on a non-quantum scale, and somehow use it for transmitting information.<br />
<br />
{{Quote|align=left|<br />
"I've always wondered," Lór said, "How do those mechanisms work?"<br />
<br />
"Well, I put one here on the lever, and the other on the bridge," explained Urist. "When someone pulls the lever, the bridge goes up."<br />
<br />
"Yes, but how? How does the one at the bridge know the lever's been pulled?"<br />
<br />
"It's quantum. Quantum tanglement. See how this one's all tangled with the lever? Well, the other's tangled with the bridge."<br />
<br />
"What does that have to do with quantum?"<br />
<br />
"There's one of them, see? That's what quantum means, is one."<br />
<br />
"But there's two."<br />
<br />
"Yah, two ones. And they're tangled."<br />
<br />
Lór thought for a moment.<br />
<br />
"I'm not sure that's how it works."<br />
<br />
"Well, don't check. It might stop."<br />
}}<br />
<br />
Recent observational studies have given rise to new theories regarding dwarven machinery, the most notable of which being the ''Stringing [[Beard]] Theory''. Accordingly, it is asserted the dwarven beard is in fact a single long strand interwoven across the dwarf's face as if a loosely stitched thread. By plucking out this strand and tying the end to a mechanism, which resembles a sort of [[wikipedia:carabiner|carabiner]], it is believed that a dwarf is able to connect two objects by way of a long (sometimes kilometers in length) strand of beard-hair. This is done quite simply by the dwarf continually plucking more and more of its beard out as it runs from one object to the next, laying out a cable around corners, up ramps, down stairways, and through planned walls (which get built over the top of the strand anyways). When a lever is pulled, it pulls the string with it, which in turn actuates the object on the other side. When deconstructing a linked building, the dwarf need only give the strand a flick or two, then it reels in the dangling mechanism from wherever.<br />
<br />
Given the substantial density of dwarven beards, it is plausible that even a depleted beard can be replenished by the time a beard's five-tick shadow emerges.<br />
<br />
[[File:Assorted Biners.jpg|thumb|center|upright|Assorted Mechanisms]]<br />
<br />
{{Translation<br />
| dwarven = bëmbul<br />
| elvish = cereÿa<br />
| goblin = amar<br />
| human = jepum<br />
}}<br />
[[ru:Mechanism]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Combat_skill&diff=247267
Combat skill
2019-09-28T19:15:03Z
<p>Loci: rv, User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}<br />
{{av}}<br />
<br />
:''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''<br />
<br />
'''General combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.<br />
* [[archery|Archer]] - increases with the use of any ranged attack, including throwing. Its exact function is unknown, except that it was shown to decrease the probability of an enemy dodging a ranged attack. Aside from that, it can serve as an indicator of how much ranged weapons are used.<br />
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[Immigration|immigrants]] will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat. Goring with horns and tusks also uses the biting skill.<br />
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through Z-levels into [[deep pit]]s, [[water]], or even [[magma]]; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.<br />
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. It influences weapon accuracy. <br />
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack types|attack type]], though stings from a [[bark scorpion man]] will also rely on the kicking skill.<br />
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat. Creatures with pincers will snatch at targets instead.<br />
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).<br />
<br />
== Equipment skills ==<br />
<br />
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.<br />
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals. A creature with a [[Modding|tough enough body]] will also gain armor user skill when glancing blows are struck to their bare flesh([[Metal|?]]), though anything durable enough to do that would have little need for normal armor.<br />
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragonfire]].<br />
<br />
== Weapon skills ==<br />
<br />
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is "thrown [[vomit]]" in adventure mode. Arena testing indicates weapon skill is more powerful per-point than any other combat skill (assuming the appropriate weapon is equipped!), it contributes to offensive ability and parrying. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'.<br />
* Axeman - allows characters to use [[battle axe]]s, [[great axe]]s, and [[halberd]]s more effectively.<br />
* Blowgunner - allows characters to use [[blowgun]]s more effectively.<br />
* Bowman - allows characters to use [[bow]]s more effectively.<br />
* [[Crossbowman]] - allows characters to use [[crossbow]]s more effectively. The dwarven version is called '''Marksdwarf'''.<br />
* Hammerman - allows characters to use [[maul]]s and [[war hammer]]s more effectively, as well as [[crossbow]]s in melee.<br />
* Knife User - allows characters to use large [[dagger]]s and knives more effectively.<br />
* Lasher - allows characters to use [[whip]]s and [[scourge]]s more effectively.<br />
* Maceman - allows characters to use [[flail]]s, [[mace]]s, and [[morningstar]]s more effectively.<br />
* [[Miner]] - not strictly a weapon skill, but allows characters to use [[pick]]s more effectively as weapons. This is also the only moodable combat-usable skill.<br />
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, dwarves will often use this skill when attacking with held [[goblet]]s. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).<br />
* Pikeman - allows characters to use [[DF2014:Pike_(weapon)|pike]]s more effectively.<br />
* Spearman - allows characters to use [[spear]]s more effectively.<br />
* Swordsman - allows characters to use [[long sword]]s, [[scimitar]]s, [[short sword]]s, and [[two-handed sword]]s more effectively, as well as blowguns and bows in melee.<br />
* [[Thrower]] - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions, and you can totally kill a charging elephant with thrown water. This generally isn't seen in fortress mode, other than the occasional dwarf going on a tantrum and throwing whatever is in his hands.<br />
<br />
==See also==<br />
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril<br />
* [http://www.bay12forums.com/smf/index.php?topic=150494.0 How to Make Marksdwarves Train in DF2014]<br />
* A scientific test of how the Archer and Marksdwarf skills affect ranged combat: [http://www.bay12forums.com/smf/index.php?topic=117284.0 Dwarven Research: A Study of the 'Archer' and 'Marksdwarf' Skills]<br />
* A [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is available to handle many issues and confusion relating to markdwarfs as well as provide methods to get them more reliably training and firing.<br />
*[http://www.bay12forums.com/smf/index.php?topic=134779.0 Dwarven Research: A Study on Shielding] Explains everything you need to know about shields.<br />
<br />
{{skills}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Glacier&diff=247266
Glacier
2019-09-28T19:13:40Z
<p>Loci: rv paragrafting</p>
<hr />
<div>{{Quality|Exceptional|15:49, 12 May 2013 (UTC)}}<br />
{{av}}<br />
<br />
[[File:glacier_preview.png|thumb|120px|right|Chill central.]]'''Glaciers''' are extremely cold [[biome]]s, usually found in the northern or southern extremes on larger world maps. The first few layers of any glacier are solid [[ice]].<br />
<br />
There are few resources on an ice tile; no [[tree]]s, [[plant]]s, [[water]], [[animal]]s, [[stone]], or [[ore]]s are typically included. In addition, the [[ice]] can be several z-layers thick, which can make getting to any stone underneath even more challenging.<br />
<br />
The lack of soil layers on a glacier combined with freezing temperatures means that above ground farming can not be practiced on them. This also means that by embarking on a glacier, you will be totally unable to grow ''any'' of the aboveground [[crops]]. Your selection of growable produce must all be grown underground, and will be limited to [[sweet_pod|sweet pods]], [[pig_tail|pig tails]], [[dimple_cup|dimple cups]], [[cave wheat]], [[quarry_bush|quarry bushes]] and, of course, [[plump_helmet|plump helmets]].<br />
<br />
These factors make a glacier a very difficult biome to build a successful [[fortress]] in, although many players try it as a challenge. <br />
<br />
Also, because glaciers are often very isolated, it is entirely possible that you won't see a caravan from the Mountainhomes for anywhere up to 3 years. Migrants may be even more rare. On the plus side however, no hostile nations should bother you for a while.<br />
<br />
== Starting on a glacier ==<br />
<br />
Take a lot of wood, food and drink. Consider bringing extra [[domestic animal]]s ([[dog|dogs]] are recommended, as are [[turkey|turkeys]] for their plentiful [[egg_production|egg yield]]) as an emergency food source, and/or to jump-start a long-term [[breeding]] program.<br />
<br />
Depending on your level of trade dependency, wood cutters can have little use on a glacier. You may want to sacrifice your wood cutter and axe in favour of another miner and pick. However, be aware that most glacial biomes have plenty of wood - if you brave the caverns. Alternatively, if you're <s>a total wuss</s> looking for an easier experience, you can embark on a locale where a glacier overlaps a forested taiga to bolster your log supply.<br />
<br />
[[Ice]] is everywhere, so read up on it before you make any major plans. One peculiarity that you may want to know before you head out is that due to the guaranteed "freezing" temperatures, workshops built from ice will not melt in glacial biomes when above ground or inside the glacier's ice levels. The disadvantage, however, is that it is more difficult to use the ice as a potential water source. Note that mined out chunks of ice, when melted by being brought underground, will '''not''' produce usable water. {{Bug|360}}<br />
<br />
=== Digging down to the rock layers ===<br />
<br />
Due to a bug, down-[[stair]]s and up-down-stairs can't be carved out of ice if the layer immediately below the ice is stone. {{Bug|358}} This makes it impossible to get from the surface down to the stone layers by digging a straight staircase. The easiest way to circumvent this is to [[construction|construct]] an up-down staircase from some of the ice you will probably have mined out in the space where you intended to dig one. Since such a staircase is a construction, it will never melt, even if you pour [[magma]] on it.<br />
<br />
=== Farming and getting water ===<br />
Since glaciers contain no [[soil]] layers, you will either have to [[irrigation|irrigate]] or farm in caverns. Water is required for the former approach, and is also needed at [[hospital]]s for cleaning and to give the wounded something to drink. There are two ways to get water on a glacier.<br />
<br />
==== Underground pools ====<br />
All regions of the world have vast underground [[caverns]] (unless the world was [[world generation|generated]] without them), and caverns almost always have large pools of water. Further, if the pool abuts the edge of your embark area, new water will fill in from the edge, giving you an infinite source of water. On the down side, it can take a while to find the caverns, since digging straight down isn't guaranteed to breach them, and there's a small chance of aquatic monsters escaping from the cavern. Even worse, the caverns you find may be completely dry.<br />
<br />
The "quick-and-dirty" approach that springs to mind for the use of cavern water is to simply dig one z-level above the water and build a well, but beware that aquatic beasts can and will climb into your fortress through your well, and worse, unless the pool is at least 2 z-levels deep, the water drawn from it will be laced with mud. The approach below allows for a safe, clean, sealed-off reservoir.<br />
<br />
To safely (without having to wander around inside the cavern) tap into an underground pool, consider the following diagram:<br />
<br />
{{diagram|spaces=yes|\<br />
WWWWWWWWW<br />
▓▓▓▓X▓▓▓▓<br />
▓▓▓▓B▓▓▓▓<br />
▓▓▓▓.▓▓▓▓<br />
▓▓▓▓.▓▓▓▓<br />
▓S......▓<br />
▓.......▓<br />
▓.......▓<br />
▓.......▓<br />
▓.......▓<br />
▓F▓▓▓▓▓▓▓<br />
}}<br />
<br />
* W = water<br />
* ▓ = stone wall<br />
* X = last wall to dig out<br />
* B = floor with [[floodgate]] or [[bridge|drawbridge]]<br />
* F = wall or optional floor with floodgate (for [[irrigation]])<br />
* . = floor with optional paved [[road]]<br />
* S = up stairs or ramp<br />
<br />
Then do the following steps:<br />
<br />
# Dig down to the same level as the pool (not to the surface of the pool) and dig out the reservoir (rectangular region) with stairs (or ramp) leading out. <br />
# If you're going to use the reservoir for [[irrigation]] then dig an outlet from the reservoir at the F, install a floodgate at its mouth, and hook it up to a [[lever]].<br />
# Dig a tunnel to the pool, leaving one tile's worth of stone between the tunnel and the water (the X in the diagram).<br />
# Install a [[floodgate]] or a south-raising [[bridge|drawbridge]] at the end of the tunnel and hook it up to a lever.<br />
# Have a dwarf dig out the X.<br />
<br />
The dwarf who dug the X should be able to get back to the stairs/ramp in time to not [[swimming|drown]]. To make extra sure of not drowning, ensure at least one dwarf is idling and have him/her pull the lever to the floodgate/drawbridge as soon as the wall is breached, then lower it again to let the reservoir fill. To make extra, ''extra'' sure, embark with a dwarf with a single point in the [[swimming]] skill, and have him/her carve the fortification.<br />
<br />
Use a drawbridge instead of a floodgate at the end of the tunnel to prevent [[building destroyer]] aquatic/amphibious monsters from swimming into the reservoir and entering the rest of your fortress. A floodgate wouldn't stop a building destroyer, and monsters can swim through fully submerged [[fortification]]s. {{Bug|3327}} If you're going to use this reservoir for a [[well]] then closing it off with a drawbridge is very important, since some building destroyers can swim ''and'' fly. If you're only going to use it for irrigation then you can use a floodgate and then simply [[wall]] off the reservoir once you're done with it, since building destroyers can't affect walls.<br />
<br />
If you're going to use the reservoir for a well you should cover its floor with a paved [[road]] to prevent [[tree]]s from growing, because in some circumstances trees can grow underwater. {{Bug|1139}} Don't build your well or hospital within the ice layers, as the water within the [[bucket]]s will freeze, rendering it unusable.<br />
<br />
==== Dwarven ice cutting ====<br />
<br />
This may not work, beware.<br />
<br />
One quirk of [[dwarven physics]] is that a [[cave-in]] will transform an ice [[wall]] into liquid water. This can be used to generate water in the following fashion:<br />
<br />
To begin, it is best to clear out a large section of the rock underneath all the ice. Then cut out a 6x6 section of ice (it is easiest to cut out two squares around the part you want to drop so that you won't have any fatalities while channeling out the section of ice). Channel out the entire piece of ice and it will fall into that cleared out section, immediately defrosting and flooding the area. Now you can farm!<br />
<br />
Before you run out of starting booze, do the same again, but this time do it further away and open 3-4 levels of rock (channel everything away) so that you create a well. Make sure you make it deep enough or you will create an ice zone that will kill any dwarf that tries to dig it out. <br />
<br />
Continue to cut out chunks of ice, dropping them a few stories, and reaping the benefits as you continue in the fortress. Be careful channeling as the dwarves are all idiots and like to strand themselves while channeling, and they like to drop their buddies down the hole (which pollutes the future water and creates a huge mess).<br />
<br />
Diagram of ice cutting:<br />
<br />
{{diagram|spaces=yes|\<br />
OOOOOOOOOO<br />
OCCCCCCCCO<br />
OCIIIIIICO<br />
OCIIIIIICO<br />
OCIIIIIICO<br />
OCIIIIIICO<br />
OCIIIIIICO<br />
OCIIIIIICO<br />
OCCCCCCCCO<br />
OOOOOOOOOO<br />
}}<br />
<br />
O = Open area, no channeling, just an area for dwarves to walk<br />
<br />
C = Channel area, first dig it out, then channel once every layer is ready.<br />
<br />
I = Future water source, now ice.<br />
<br />
Once you have dug deep enough to see rock, channel out the entire level (make sure you have an escape route for the miner). Also, when channeling a large room, do it layer by layer. Start at one end and do the entire left side, then the next. If you just select the entire thing, dwarves will die.<br />
<br />
Don't drop water anywhere near other tunnels; the ice will break through, and it will be messy. You can lose entire sections of fortress to flooding or caved-in sections by doing this, and it wastes a lot of work and ice.<br />
<br />
==== Other approaches ====<br />
[[Aquifer]]s are sometimes present on glaciers, and magma can be used to melt ice (although the only [[magma_sea|reliable source]] of that is very deep underground). Seaside glaciers can allow you to bring some water in underground, but [[Water#Salt_water|desalinating]] the water will be necessary before it is drinkable by dwarves (or even before it can be designated as a [[Activity_zone#Water_Source|water zone]] for filling ponds).<br />
<br />
Beware that flowing sources of [[water]], such as [[river]]s or [[brook]]s, don't ever seem to be present in glacier [[biome]]s.<br />
<br />
== Trade ==<br />
Trade on glaciers is an issue of contention for some glacial ''Dwarf Fortress'' players.<br />
<br />
Some players argue that trade is basically essential on a glacial biome. Anyone playing on a glacier will inevitably end up with a lot of rock, so a commonly suggested source of income is rock [[crafts]]. However, beware that ice ''cannot'' be used to make crafts, even if the craftdwarf's workshop is on a z-level with freezing temperatures that would keep the ice from melting. The majority of your imports will be wood, used for making beds and other necessities, as well as fuel for making metal objects.<br />
<br />
However, also be aware that independence from trade on a glacial biome '''is''' entirely possible. It does require extra effort and careful rationing of certain materials, but it can be done.<br />
<br />
=== Glacial independence ===<br />
Gaining independence from trade on a glacier is a difficult prospect, primarily because of the lack of wood to be found on glacial biomes. However, even though wood is commonly used in the creation of various constructions and tools, it is almost entirely replaceable with either stone or metal-crafting. However, there are two wood-based needs in ''Dwarf Fortress'' that are trickier to circumvent: beds and fuel.<br />
<br />
==== Beds ====<br />
The need for wood in the construction of beds is unavoidable: no other material in the game can be used to make them. However, that is not to say that trade is the only thing that can supply wood. The answer here lies in [[caverns]]. Caverns grow trees on their soil constantly, and if correctly managed, can be turned into [[tree_farm|tree farms]]. However, the trade-off is that to supply wood for beds early, aggressive expansion into the caverns will be required, which can be extremely [[fun]]. In light of this, it is recommended to bring at least seven logs with you on embark to build beds for your first seven dwarves, and to read up on [[caverns]] and their [[Giant_olm|dastardly]], [[Troll|dangerous]] [[Crundle|darting]] [[Cave_crocodile|denizens]].<br />
<br />
==== Fuel ====<br />
[[Fuel]] is a different matter; wood does not have to play a part in its production. If you are very lucky, you may find [[bituminous coal]] or [[lignite]], the two stones which can be turned into fuel for metalwork, but the odds are that you will have to do without. For this, your best option is to get down to the [[magma sea]] as soon as you can to build magma-based [[smelter|smelters]], [[forge|forges]] and the like, or at least as soon as you need to start using metal. This has the added advantage of quite possibly leading you to discover additional caverns (and thus sources of wood and water) along the way.<br />
<br />
Needless to say, read up on [[magma]] before attempting this. Magma's usage can lead to an awful lot of unexpected [[fun]] in inexperienced hands. Also take a look at the [[magma_crab|various]] [[fire_imp|other]] [[magma_man|hazards]] that can confront anyone working with the magma sea, and consider channelling some of the sea into a reservoir or using a [[screw_pump|pump]] to isolate your working dwarves from them. Once you have got the hang of it, magma really is a blessing because of its lack of limitations; the magma sea is not about to "run out" of magma, and it also makes for good <s>[[elf|hippie]]</s> [[refuse|garbage]] disposal. Also, if you are very lucky indeed, you may well stumble across [[adamantine|something special]].<br />
<br />
== Wildlife ==<br />
=== Creatures ===<br />
{| class="wikitable"<br />
! Name<br />
|-<br />
| {{Tile|B|7:1}} [[Polar bear]]<br />
|}<br />
<br />
'''In savage glaciers:'''<br />
{| class="wikitable"<br />
! Name<br />
|-<br />
| {{Tile|B|7:1}} [[Giant polar bear]]<br />
|-<br />
| {{Tile|B|7:1}} [[Polar bear man]]<br />
|-<br />
| {{Tile|Y|7:1}} [[Yeti]]<br />
|}<br />
<br />
'''In evil glaciers:'''<br />
{| class="wikitable"<br />
! Name<br />
|-<br />
| {{Tile|M|3:1}} [[Blizzard man]]<br />
|-<br />
| {{Tile|w|7:1}} [[Ice wolf]]<br />
|}<br />
<br />
=== Vermin ===<br />
'''In savage glaciers:'''<br />
{| class="wikitable"<br />
! Name<br />
|-<br />
| {{Tile|∙|7:0}} [[Two-legged rhino lizard]]<br />
|}<br />
<br />
'''In good glaciers:'''<br />
{| class="wikitable"<br />
! Name<br />
|-<br />
| {{Tile|∙|6:1}} [[Fairy]]<br />
|-<br />
| {{Tile|∙|7:1}} [[Fluffy wambler]]<br />
|-<br />
| {{Tile|·|3:1}} [[Pixie]]<br />
|}<br />
<br />
== Notes ==<br />
Ice that is underground melts, but creates only useless puddles of water (marked as a cyan double tilde) identical to water dumped from a [[bucket]]. These puddles can only be cleaned. They cannot form usable water (blue tilde with depth attribute). Dumping block after block of mined ice blocks indoors will simply result in a huge stack of useless "water".<br />
<br />
Glaciers are very unlikely to have a source of [[shell]]s, thus, you may want to mod the game so that some other material can be used in place of shells for the occasional [[strange mood]]s which call for them; see [[Shell]] for details.<br />
<br />
Some glacier biomes have such low temperatures that your dwarves and animals may die if exposed aboveground for too long.<br />
<br />
Water in [[bucket]]s does not immediately freeze above ground so you can designate an area as a pool, tell the dwarves to fill it, then smooth and engrave your new ice fort.<br />
<br />
== Volcanoes and glaciers ==<br />
If you embark on a glacier [[biome]] with a volcano, you might think it would be a good idea to erupt the volcano (dig a hole into its side) onto the glacier ice. This will indeed cause some interesting effects like multiplying the amount of ice, casting [[obsidian]] and spamming you with "cavern collapsed" messages. The ice will expand due to the fact that one molten wall of ice will become 7 units of water, potentially flowing apart in all directions and freezing into new walls of ice immediately, which can then melt into 7 ''more'' units of water. If the water flows to the same square as the magma it will turn to obsidian. Both the ice and the obsidian walls may not be connected to another solid wall, so a lot of cave-ins will occur.<br />
<br />
{{D for Dwarf}}<br />
What do you call cold, barren and inhospitable?<br />
A dwarven noble.<br />
<br />
{{Translation<br />
| dwarven = usir<br />
| elvish = vaci<br />
| goblin = tûbeb<br />
| human = shace<br />
}}<br />
<br />
{{World|Biomes}}<br />
{{Category|Biomes}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Semi-molten_rock&diff=247265
Semi-molten rock
2019-09-28T19:08:50Z
<p>Loci: *reverts nonsense*</p>
<hr />
<div>{{quality|Fine}}{{av}}<br />
<br />
{{Minorspoiler}}<br />
<br />
'''Semi-Molten Rock''' (SMR), represented by the tile {{Tile|░|4:0:1}}, is generally found at the bottommost edges of [[Magma sea|great magma seas]]. Anywhere that [[magma]] is found rests on layer after layer of semi-molten rock, with no normal material to be found beneath it. There is also a layer near the bottom of the map composed almost entirely of semi-molten rock even where magma does not overlie it. Freestanding formations are possible, though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby dwarves. SMR acts as a barrier, and cannot be mined through by conventional means, nor smoothed. Unlike magma, SMR does not react with water, producing no steam or obsidian. <br />
<br />
The top of semi-molten rock, or its ''floor'' when observed from the layer above, is described as a [[magma flow]], appearing in blue text when examined with the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).<br />
<br />
The floor of the stone layer above the SMR at the bottom of the map is ''not'' a magma flow when stone is dug into, but appears as the same type of rock as the tile dug into. However, if a channel is dug down into the SMR from this tile, a magma flow floor is revealed; ''under'' this intact floor the unusable ramp will appear, if and only if the tile of SMR was previously unrevealed. Otherwise it will be unchanged. (As a result, no two of these ramps can adjoin) A magma flow also cannot be dug into, nor smoothed. However, [[construction]]s can be built on top of it, and these convert the magma flow into some other kind of stone or soil, which is sometimes useful [[sand]] or [[clay]], appearing when the construction is removed. <br />
<br />
Curiously, water dumped onto a magma flow with magma on top of it will '''not''' turn it into obsidian; rather the magma is simply removed. At the bottom of a magma reservoir with only small amounts of water falling in, such a tile can change from 7/7 to 0/7 and back in a few single step increments with the "." key. A construction (such as a stairway up) can be designated atop the magma flow when it is momentarily free of magma due to water falling from above. Strangest of all, once designated, a dwarf can build this construction unhindered, without any job cancellations. Once the construction is present, magma and water can react in the square, destroying the construction and converting the square into unmined obsidian.<br />
<br />
These odd exceptions to the normal rules means that dwarves on a level partially filled with water can (with much effort) completely wall off the region surrounding some [[adamantine|special point of interest]], eventually removing ''all'' the magma from a large area despite the failure of the usual magma-water interaction.<br />
<br />
If the stone floor which replaces a magma ramp under a built and removed construction is channeled into a second time, the ramp below becomes visible from above. Unfortunately, for some reason dwarves still cannot descend into this square with the ramp, nor can they ascend out of it should they find themselves somehow there. A dwarf dumped into the space, say, by a remote controlled hatch "accident", cannot construct anything because the adjacent squares remain semi-molten rock, and won't turn to ramps if channelled from above. Therefore an up/down stairway ''cannot'' be constructed in this space, even if it is beneath another up/down stairway. <br />
<br />
Semi-molten rock is ''not'' synonymous with [[Main:digging designation canceled|warm stone]], although any given tile of SMR may in fact be warm if it adjoins magma. If you're looking for magma and you find SMR rather than warm stone, your best bet is to do some exploratory mining several Z levels up. <br />
<br />
You can also dig ''up'' into semi-molten rock just fine (by designating an up/down staircase accessible from below). This also works ''only'' if the tile is still unrevealed. But often (but not always) you can't get down there without encountering [[Hidden Fun Stuff|spoilers]] first.<br />
<br />
[[File:semimolten.jpg|thumb|270px|center|Semi-molten rock.]]<br />
<br />
{{spoiler}}<br />
<br />
Channelling down into unrevealed SMR may open it into an [[Hell|Eerie Glowing Pit]].<br />
<br />
== Tunnelling down through multiple layers of Semi-molten rock ==<br />
<br />
'''Channeling through semi molten rock''': It is possible to channel into semi-molten rock (and, to a lesser extent, slade) from above, as long as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure, that killed one dwarf per level, but now it is possible to channel directly into the underworld without losing a dwarf (though the miner tapping it will likely get killed by demons or drop into an eerie glowing pit). The difference is that in older versions the miner was placed onto the magma flow, but now he is placed under the magma flow, and can channel on.<br />
<br />
*Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)<br />
*Designate channels (d-h) from here down to the bottom of the map.<br />
*The miner will first generate a downward ramp into the rock. Now build a hatch above this ramp.<br />
*The miner walks down this ramp, and channels into the semi-molten rock, as the game only sees the granite upward slope.<br />
*Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. He will proceed to channel down until he reaches the underworld, leaving magma flow tiles above him, as well as channel one level into slade. (if he survives long enough)<br />
*You now have a chute - blocked by magma flow floors - into the underworld. By constructing up/down stairways, you can build a stairway into the underworld (the magma flow is removed in that process).<br />
*If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (except the "wildlife"-demons), and you might even be able to save the miner, if you build the stairway, before he starves to death.<br />
*As both magma-free pillars and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit - use zones (i) to find solid slade floor and prevent this from happening. <br />
<br />
'''[http://www.bay12forums.com/smf/index.php?topic=108189.0 Old method]''': Magma flows have very peculiar behavior. If you build a construction such as a floor, wall or upstair on a magma flow and then remove it, it will change into it into a stone or soil cavern floor. If the layer beneath is still unrevealed, you can then channel this new cavern floor to dig down through one layer of SMR. Doing so creates an unusable ramp below, and recreates the magma flow again. <br />
If you collapse a floor from a higher Z-level onto a magma flow that has an unusable ramp under it, it will destroy the unusable ramp and collapse the magma flow down one level. If you find a way to build a construction down the shaft and repeat the process, you can tunnel down through semi-molten rock.<br />
<br />
This process consumes dwarves. Each layer of Semi-molten rock you dig though after the first will kill one dwarf. Choose some useless peasants and enable just the labors for mining, masonry and carpentry. Use locked doors to keep them in the room so the wrong dwarf doesn't get themselves killed. The dwarf can always escape the shaft as long as the upstair at the bottom of the shaft has not been removed yet. Be ready to engrave slabs, because the corpses will be incinerated by all of the [[magma]].<br />
<br />
1. While you can dig through SMR anywhere, it is advisable to select a location at the lowest elevation possible to limit the amount of effort (and dwarves) required. It is also advisable to back up your saved game prior to beginning, since it may be necessary to go back and choose a different location.<br />
<br />
2. Dig a channel over the unrevealed SMR. This will reveal the layer underneath with an unusable upward ramp and create a magma flow floor tile where the channel designation was.<br />
<br />
3. Collapse a constructed floor into the shaft. This collapses the magma flow tile to the bottom and destroys the unusable ramp. Use materials which will burn or [[magma safe|melt in magma]] to build the collapsing floor. If only a single layer of SMR remains, the collapse will breach through to the expanse below. Any dwarf miner trapped in the shaft from step 2 will be crushed and killed.<br />
<br />
4. Fill the bottom of the shaft with magma. The magma is used to melt and destroy all items present, including the dwarf corpse. If there is too much magma in the shaft, use a pond zone to pour water in one bucket at a time to cast obsidian and then carve up/down stairs. Remove the obsidian stones this creates because they will not melt in magma.<br />
<br />
'''Don't proceed with step 5 until all items at the bottom have melted and dispersed. The only thing on the tile when you loo{{k|k}} should be Magma flow and Magma 7/7. Any molten magma globs (differs from Magma Liquid) will suspend constructions for the next step.'''<br />
<br />
5. Use a [[Activity_zone#Pit.2FPond|pond]] designation and wait for a dwarf to pour a single bucket of water to remove the 7/7 magma at the bottom. Remove the pond zone.<br />
<br />
6. The bottom of the shaft should be clear of all items, with no magma and no water down there. Construct a staircase down if there isn't already obsidian stairs, one layer at a time. At the bottom, build an upstair construction. '''Make sure the dwarf has a pick that will melt in magma.''' Then have him remove the staircase from top to bottom, one layer at a time. Use channel designations to remove obsidian stairs and remove construction designations for constructed stairs. When the bottom upstair construction is removed, the magma flow tile will be changed into a normal stone or soil cavern floor.<br />
<br />
7. The magma flow tile has been transformed into normal stone or soil floor. Go to step 2 to start on the next layer down.<br />
<br />
<br />
There may be many layers of semi-molten rock to dig through before reaching hell. Also, if you get really unlucky, your final floor collapse can break through into hell and land in an Eerie Glowing Pit. If it does, your FPS will be [http://www.youtube.com/watch?v=aCNt8zFnyvM ruined]. Make sure you have a backup save before starting this procedure. What happens is that the magma flow tile gets stuck in the middle of the Eerie Glowing Pit, but it is unsupported by any walls or floors and will perpetually collapse every single frame. Your FPS drop to the low single digits even on a modern gaming PC.<br />
<br />
Upon breaching hell, the standard welcoming party will be spawned (if your map includes at least one adamantine spire). They will not, however, attack your fortress with the usual haste. This may be another facet of the "flying creature pathing bug"--presumably there is special code to handle the adamantine veins that does not apply to backdoor tunnels. They will eventually wander through the tunnel, and, once they can successfully path to your fortress, attack. The staggered offensive provides your dwarves with a much better chance to defend the fortress, though victory is still far from assured.<br />
[[ru:Semi-molten rock]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Wound&diff=247264
Wound
2019-09-28T19:07:08Z
<p>Loci: rv unnecessary commas, list change</p>
<hr />
<div>{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}<br />
<br />
<br />
There are five different levels of injury in the game, ranging from none to complete part loss.<br />
Shown using the default colors, they are as follows:<br />
<!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.<br />
So no more "mangled" - RED is now "broken", and the old "broken" is now "inhibited" - don't fight it, just go with it. :\ <br />
<br />
Also note - no more light grey "lightly wounded" - apparently, if it's not worth worrying about, it's not shown.--><br />
<br />
<div style="background:black"><br />
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}<br />
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}<br />
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}<br />
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}<br />
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}<br />
:{{DFtext|MISSING: The part is completely gone.|#808080}}<br />
</div><br />
<br />
:''(The [[color]] of wounds can be changed in [[d_init.txt]].)''<br />
<br />
<br />
== Wound effects ==<br />
'''Brain''': Any damage almost always results in instant death. A bruised brain may occasionally not cause death. If it does not, the dwarf suffers no effect from the injured brain and lives as normal.<br />
<br />
'''Eyes''': Eye damage causes extreme pain, generally causing unconsciousness and loss of sight, limiting dwarf perception.<br />
<br />
'''Mouth/nose/ears/cheeks''': No effect<br />
<br />
'''Teeth''': Fewer teeth to use for biting attacks.<br />
<br />
'''Lungs''': Non-bruising damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs almost always results in suffocation.<br />
<br />
'''Heart''': Causes massive, fatal bleeding. The heart itself isn't required for life—it is the extreme bleeding that causes death when the heart is pierced. A bruised heart causes no ill effects; a torn heart is always fatal.<br />
<br />
'''Pancreas/liver''': No effect. While it is reasonable to assume that the dwarven liver has evolved to be completely indestructible, liver damage doesn't cripple anything else either. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.<br />
<br />
'''Guts''': Damage to the guts causes great pain and nausea. Creature will vomit and then retch repeatedly depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced they may spill out of the wound. This is visible as a gray "~" trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. Slicing off the exposed guts causes heavy bleeding and almost always death. The cut off guts can then be picked up and used as a weapon.<br />
<br />
'''Spinal injuries''': Attacks to the spine that tear nervous tissue are extremely serious. Lower spinal injuries permanently stop the creature from ever standing again. They can only crawl. Middle spine injuries disable legs. Upper spinal injuries disable every limb in the body, rendering the creature unable to do anything except to use the default "push" attack and move about very slowly. It also disables every organ in the body besides the brain. This injures the lungs and upper spine injuries will invariably cause fatal suffocation within a few turns. As a whole, spinal damage is usually a death sentence.<br />
<br />
A broken bone in the spine does '''not''' cause irreparable damage - only damage to the nervous tissue does. If you suffer a broken bone in the spine without any nerve damage, just wait and it will eventually heal.<br />
<br />
'''Gelding''': Attacks to the lower body (or, theoretically, any place else where the, uh, geldable parts may be kept) of a geldable creature (including male dwarves) can result in a "gelding strike." In addition to the expected effects of bleeding and pain, this renders the creature permanently incapable of reproducing, just like non-combat [[gelding]].<br />
<br />
== Pain ==<br />
<br />
How pain works:<br />
* Bruising causes 1x the pain value from the raw files<br />
* Partially damaged tissue causes 2x pain<br />
* Broken tissue causes 3x pain<br />
* Having 150+ pain causes unconsciousness.<br />
* Pain is independent of body part size<br />
<br />
Most tissue has [PAIN_RECEPTORS:5], except bone has [PAIN_RECEPTORS:50]. So being punched in the guts (bruising skin, fat, muscle, guts) causes 20 pain and some nausea. Having any bone broken causes 15+50*3=165 pain (presuming bruised skin, fat, muscle). Having good stats presumably causes the pain to recede quickly, but that won't cause you to wake up sooner after you fall unconscious.<br />
<br />
Strangely, having all your fingers cut off in DF is much less painful (or even painless?) compared to having a single finger bone broken.<br />
<br />
== Miscellaneous injuries ==<br />
<br />
These injuries include generic tears, cuts and breaks that don't target a specific organ.<br />
<br />
Some attacks may shatter nail or horn. These attacks generate a cosmetic injury report but otherwise have no effect unless they become infected. <br />
<br />
Attacks that tear hair have no ill effects. Hair damage is common during chokeholds on animals, such as a lion's mane being damaged by a chokehold.<br />
<br />
Injuries that only tear skin tend to cause little or no bleeding or scarring.<br />
<br />
Injuries that tear fat layers cause bleeding but little pain.<br />
<br />
Injuries to muscle layers can sometimes cause the affected limb to become unusable. This usually happens when the muscle is "torn apart" rather than just torn. If the muscle is in an arm, damage to the muscle may cause items held in that arm's hand to be dropped. Torn apart leg or foot muscles may cause the creature to fall over and sometimes be unable to walk until the injury heals.<br />
<br />
Tendons and ligaments may also be torn by attacks. As they link bones together, torn ligaments and tendons can impair grasping abilities, causing items to be dropped more easily.<br />
<br />
Bone damage that causes fractures or breaks causes extreme pain. Those are the most painful injuries in ''Dwarf Fortress'' and will almost invariably cause unconsciousness from the pain. A bone that is broken in a limb will render that limb inoperative. Bones that are hit hard enough may shatter and be jammed into other bones or body parts, causing far more damage. This is most common with the skull. A hard hit (or any hit) to the skull that causes a fracture can force the broken part into the vulnerable brain, causing immediate death. A broken smashed arm may be jammed into the shoulder as well, breaking it. <br />
<br />
The upper spine was previously contained in the head in 0.34.11, but is contained in the neck in 0.40.xx.<br />
The neck is appended to the upper body in 0.40.xx, and the head is appended to the neck (which is why you have to press "d" now to target the head, and "c" is the neck - the neck must be defined first). You can't hurt the upper spine anymore by attacking the head in 0.40.xx.<br />
<br />
* Having the upper spine broken in 0.40.xx disables everything and causes suffocation.<br />
* Having the lower spine (in the lower body) broken paralyzes the legs, preventing kicks and negating pain in the legs and in the lower spine itself.<br />
* Having the middle spine broken (in the upper body) disables everything and causes suffocation.<br />
<br />
So "what's below it" means "further from the upper body". Broken/pulped necks now only prevent biting attacks, but don't disable the head/brain otherwise to cause suffocation.<br />
<br />
== Missing limb ==<br />
<br />
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks they had in the past.<br />
<br />
Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. Armless dwarves trying to dress or clean themselves often cause constant cancellation spam.<br />
<br />
== Function loss ==<br />
The cyan "Function loss" signals impairment of an organ for which "broken" or "bruised" would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.<br />
<br />
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as "Ability to stand lost" in the dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.<br />
<br />
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as "nervous tissue".<br />
<br />
== Scarring ==<br />
<br />
Dwarves who sustain major injuries may never fully heal — the part will always remain listed in their Wounds section as "Minor" or "Inhibited", and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars of varying degrees and types, eg {Tiny, very short, short, long, very long, massive, huge, etc.}; {Jagged, Dent, Straight, etc.}. While not all scars have an effect, this may result in notes in the [[Health screen]] such as "Ability to grasp somewhat impaired". This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.<!-- More likely to lose a weapon stuck in an enemy? --> Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming of course that they are set to use both such items. <br />
{{Category|Military}}<br />
{{Category|Healthcare}}<br />
{{Category|Interface}}<br />
<br />
== Permanent injury ==<br />
There are several types of injuries dwarves will never recover from. Nerve damage is permanent; loss of limbs is permanent. Some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.<br />
<br />
===Disabled veterans===<br />
When a highly skilled soldier is injured too badly to continue on active duty, he can remain in the military as a teacher. Put him into a squad with your raw recruits and have him teach them what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.<br />
<br />
===Function loss: legs===<br />
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, he can be issued a [[crutch]] by doctors in your hospital. Thereafter, he will gain crutch-walking skill whenever he moves with the crutch in his inventory. Eventually, his speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash his enemies with it - it is recommended to make metal crutches to issue to military dwarves).<br />
<br />
===Lower body paralysis===<br />
A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty (Other than as a marksdwarf who sticks to fortifications)--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot. You could also make such a dwarf [[Hammerer]], with exemplary results.<br />
<br />
In adventure mode, anyone with a lower body paralysis is sort of done for if they can't find a werebeast. <br />
<br />
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?<br />
<br />
===Function loss: arms===<br />
The dwarf who has lost the use of an arm can go on with his life normally, and can even hold a shield and battle-axe at the same time. In the military, he is limited only in that he cannot wield weapons that are too large to be wielded one-handed. Outside the military, he can work as well as any other dwarf.<br />
<br />
Losing both arms is a different story. Dwarves who have lost the use of both arms will be unable to do almost any task. Even managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves and cannot pick up clothing in order to put it on and will probably spam cancellation messages at you (seriously, consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once theirs wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.<br />
<br />
===Blindness===<br />
A dwarf with both eyes damaged cannot see - and what he can't see, he won't be afraid of. Therefore, a blind dwarf can do civilian labors without dropping everything and running when there's a wild animal nearby. He does suffer a severe drop in the [[quality]] of his work, but this won't affect jobs whose products don't have a quality level, such as [[wood burning]].<br />
<gallery><br />
File:blind_in_adventure_mode.png|Blindness in [[adventure mode]]<br />
</gallery><br />
<br />
===Long-term syndrome===<br />
The most common long-term syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally, except that the work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts. Assign these dwarves to producing goods that don't have quality levels.<br />
<br />
{{Translation| dwarven = oslan | elvish = élitho | goblin = esmên | human = kortil}}<br />
[[ru:Wound]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Color_scheme&diff=247263
Color scheme
2019-09-28T19:00:30Z
<p>Loci: rv unnecessary comma</p>
<hr />
<div>{{quality|Exceptional}}{{av}}<br />
<br />
''(For a discussion of how DF displays different items and decides which colors get altered and when, see [[color]].)''<br />
<br />
''Dwarf Fortress'' uses '''color schemes''' to determine how the game will be presented during play, whether a [[ranger]] will appear bright Spring green or dark forest green, or whether [[microcline]] will be "eye-blasting blue" or something more calm. The default scheme is quite bold - other schemes are easily possible, even to better accommodate those of us with problems seeing standard color mixes, or just can't take "eye-blasting blue". <br />
<br />
A color scheme is broken down into 16 color labels:<br />
<br />
:BLACK, DGRAY<br />
:BLUE, LBLUE<br />
:GREEN, LGREEN<br />
:CYAN, LCYAN<br />
:RED, LRED<br />
:MAGENTA, LMAGENTA<br />
:BROWN, YELLOW<br />
:LGRAY, WHITE<br />
<br />
The color scheme data is located in the [[colors.txt]] file, found in the Dwarf Fortress/data/init folder.<br />
<br />
[https://manmademagic.github.io/DFColorGen/ DFColorgen] is an easy way to create and visualize color schemes.<br />
<br />
==What colors show up where==<br />
<br />
The easiest place to see all the colors next to each other is in the {{k|u}}nits list, where the different [[Skill#Professions.2C_colors.2C_.26_skill_categories|professional categories]] all have their identifying colors. In that order (and with the default color values), they are...<br />
<br />
<br />
{| style="margin: 0 auto"<br />
|-<br />
| valign='top' |<br />
<br />
{{Skill Box|BLACK|0:0|0:0|<br />
''background''<br />
}}<br />
<br />
{{Skill Box|LCYAN|0:0|3:1|<br />
''current job listing*''<br />
}}<br />
<br />
{{Skill Box|LGRAY|7:0|7:0|<br />
[[Miner]]s<br />
}}<br />
<br />
{{Skill Box|YELLOW|6:1|6:1|<br />
[[Woodworker]]s<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|WHITE|7:1|7:1|<br />
[[Stoneworker]]s<br />
}}<br />
<br />
{{Skill Box|GREEN|2:0|2:0|<br />
[[Ranger]]s<br />
}}<br />
<br />
{{Skill Box|DGRAY|0:1|0:1|<br />
[[Metalsmith]]s<br />
}}<br />
<br />
{{Skill Box|LGREEN|2:1|2:1|<br />
[[Jeweler]]s<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|LBLUE|1:1|1:1|<br />
[[Craftsdwarf]]s<br />
}}<br />
<br />
{{Skill Box|BLUE|1:0|1:0|<br />
[[Fishery worker]]<br />
}}<br />
<br />
{{Skill Box|BROWN|6:0|6:0|<br />
[[Farmer]]s<br />
}}<br />
<br />
{{Skill Box|LRED|4:1|4:1|<br />
[[Engineer]]s<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|MAGENTA|5:0|5:0|<br />
[[Administrator]]s<br />
}}<br />
<br />
{{Skill Box|CYAN|3:0|3:0|<br />
[[Peasant]]s<br />
}}<br />
<br />
{{Skill Box|RED|4:0|4:0|<br />
[[Child]]ren<br />
}}<br />
<br />
{{Skill Box|LMAGENTA|0:0|5:1|<br />
[[Monarch]]s,<br />
''deceased''<br />
}}<br />
|}<br />
<br />
::''(* "[[On Break]]" is displayed in CYAN.)''<br />
<br />
Some other color uses:<br />
* [[Magma]] is LRED. (Magma 1 level lower than current view is RED.)<br />
* [[Water]] is LBLUE. (Water 1 level lower than current view is BLUE.)<br />
* [[River]]s and [[brook]]s are LCYAN on their surface (with water below).<br />
* For aesthetic purposes, almost all colours can be represented in stones (with the exception of LMAGENTA, CYAN, and BLACK). <br />
** BLACK: The background color, which should not be used by anything.<br />
** DGRAY: A wide variety of stones are DGRAY, one example being [[gabbro]].<br />
** BLUE: [[Kimberlite]] is the only stone that is BLUE. [[Nether-cap]]s also produce BLUE wood.<br />
** LBLUE: [[Cobaltite]] is the only stone that is LBLUE.<br />
** GREEN: [[Olivine]] is GREEN, as are malachite and [[serpentine]].<br />
** LGREEN: [[Garnierite]] is the only LGREEN stone.<br />
** CYAN: While there are no stones, [[spore tree]]s are CYAN.<br />
** LCYAN: [[Microcline]] is an LCYAN rock. [[Adamantine]] and its ore, [[raw adamantine]], also display in LCYAN.<br />
** RED: [[Bauxite]] and [[kaolinite]] are RED, as is the [[blood thorn]] tree.<br />
** LRED: [[Realgar]], [[petrified wood]], and [[cinnabar]] are LRED. [[Goblin-cap]]s are also LRED.<br />
** MAGENTA: [[Rutile]] and [[pitchblende]] are MAGENTA, and [[glumprong]]s are MAGENTA trees.<br />
** LMAGENTA: No stones are LMAGENTA, but [[tunnel tube]]s are.<br />
** BROWN: A lot of stones are BROWN; [[chert]] is one example.<br />
** YELLOW: [[Brimstone]], [[gypsum]], [[orthoclase]] and many other stones are YELLOW, as is the [[fungiwood]] tree.<br />
** LGRAY: Lots of stones are LGRAY, such as [[granite]].<br />
** WHITE: Many stones are WHITE, such as [[limestone]], or [[rock salt]]. The [[tower-cap]] and [[feather tree]] both produce WHITE wood.<br />
<br />
See [[color#By Color|color]] for a more complete list.<br />
<br />
= Default Scheme =<br />
<br />
The default ''Dwarf Fortress'' color scheme is based off the 16 standard HTML colors, as discussed [http://en.wikipedia.org/wiki/Web_colors#HTML_color_names here]. (Some have been renamed in DF, but the tones themselves are the same.)<br />
<br />
These are broken up into 8 pairs, one darker, one lighter, as ordered below. When a color is flashing or a displayed tile is "dark/bright" according to the game display, these colors are the two that work "together" to create that contrast. Keep this in mind if creating a [[Color scheme#Custom color schemes|custom color scheme]], as described below. (See [[Color]] for a more complete discussion.)<br />
<br />
If you lose the default scheme and neglected to make a backup ''(didn't we warn you to use "care and caution" when modding?)'', you can find the standard scheme below, without having to download DF again.<br />
<br />
Open Dwarf Fortress/data/init/[[colors.txt]], and copy the text as seen below over the values found at the very bottom of the file. Save that file, restart ''Dwarf Fortress'', and you're set.<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#808080<br />
|blue=#000080<br />
|lblue=#0000ff<br />
|green=#008000<br />
|lgreen=#00ff00<br />
|cyan=#008080<br />
|lcyan=#00ffff<br />
|red=#800000<br />
|lred=#ff0000<br />
|magenta=#800080<br />
|lmagenta=#ff00ff<br />
|brown=#808000<br />
|yellow=#ffff00<br />
|lgray=#c0c0c0<br />
|white=#ffffff<br />
}}<br />
<br />
= Custom color schemes =<br />
{{mod}}<br />
<br />
Players who are not satisfied with the default color scheme can alter things to suit their aesthetic tastes. In order for any scheme changes to take effect, the "colors.txt" file must be altered and saved. This file can be found in the data/init/ directory of your ''Dwarf Fortress'' installation. The changes will not take effect until after you close and restart ''Dwarf Fortress''.<br />
<br />
The 16 colors are not fixed, except by their definitions in colors.txt. If you wanted to change YELLOW to something slightly brighter or darker, or more orange, or into deep purple, you can by changing the values listed under the label "YELLOW". Note that the color names are ''case sensitive'' - the color is "YELLOW", not "Yellow" or "yellow".<br />
<br />
When designing a custom color, 3 "lights" of color are used: '''R'''ed, '''G'''reen, and '''B'''lue (RGB), on a scale of 0-255. The more light (the higher the value), the brighter the color; the less light (the lower the value), the darker. Using "light" is not the same as using "pigment" ''(the standard "paint mixing" formulae we learned in school, where Red, Yellow and Blue are the 3 basic ingredients)'' - B+R does not give "purple" in this format. <br />
<br />
Since we're using Red, Green and Blue light, some form of those three colors is relatively easy to achieve - but look at examples of the other standard colors below to understand how they mix together and how to "shade" or "tint", or brighten or darken a color - or you can simply find a color below that you like and go from that, or use one of these [[Color#Color_tokens|standard RGB colors]]. Always use caution to avoid ending up with colors that are "too similar".<br />
<br />
To change to a new color scheme, copy/paste a color list (or part of one or more) found below (or make your own up) over the existing scheme - don't worry, if you don't like it, the original, default scheme is listed above.<br />
<br />
''(Note also that when posting screenshots to this wiki (and the forum boards), custom color schemes (or [[tilesets]]) can cause confusion with players who do not use those specific mixes. This wiki requests you use one of the default set-ups that come with the game to post screenshots here.)''<br />
<br />
<br />
----<br />
<br />
=== Lee's Colour scheme ===<br />
A quest to provide the optimal set of colours: all colours very easily distinguishable and earthy/natural without being washed out or too bright and garish.<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#646464<br />
|blue=#1E55A5<br />
|lblue=#5A82D2<br />
|green=#467D37<br />
|lgreen=#6EB437<br />
|cyan=#2D9187<br />
|lcyan=#46D7C3<br />
|red=#AA1400<br />
|lred=#D73C00<br />
|magenta=#822873<br />
|lmagenta=#D255BE<br />
|brown=#785032<br />
|yellow=#EBB400<br />
|lgray=#A0A0A0<br />
|white=#FAFAFA<br />
}}<br />
<br />
====Lee's Colour Scheme v2====<br />
New and Improved! All colours have been altered slightly but most notably the brown is much better, the magentas are more of a grape/bubblegum mix, the greens are brighter and less depressing, and the whole thing feels more cohesive.<br />
<br />
{{color scheme<br />
|black=#15130F<br />
|dgray=#746E71<br />
|blue=#2D5AA0<br />
|lblue=#6987E1<br />
|green=#508714<br />
|lgreen=#7DB937<br />
|cyan=#198C8C<br />
|lcyan=#3CCDBE<br />
|red=#A0140A<br />
|lred=#DC3214<br />
|magenta=#873C82<br />
|lmagenta=#BE6EB9<br />
|brown=#964B37<br />
|yellow=#E6AA1E<br />
|lgray=#B2AFAC<br />
|white=#E8E3E8<br />
}}<br />
<br />
----<br />
<br />
=== "Natural" scheme ===<br />
<br />
This mix softens the glaring colors of the original to earthtones.<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#585356<br />
|blue=#0d67c4<br />
|lblue=#91caff<br />
|green=#449e35<br />
|lgreen=#83d452<br />
|cyan=#56a3cd<br />
|lcyan=#b0dfd7<br />
|red=#971a1a<br />
|lred=#ff2222<br />
|magenta=#ff6ebb<br />
|lmagenta=#ffa7f6<br />
|brown=#785e2f<br />
|yellow=#ffda5a<br />
|lgray=#b9c0a2<br />
|white=#ffffff<br />
}}<br />
<br />
----<br />
<br />
=== True Brown ===<br />
<br />
Default scheme with BROWN actually being a shade of brown (rather than Olive Green). Created by [[User:Met|Met]].<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#505050<br />
|blue=#000080<br />
|lblue=#0000ff<br />
|green=#008000<br />
|lgreen=#00ff00<br />
|cyan=#008080<br />
|lcyan=#00ffff<br />
|red=#800000<br />
|lred=#ff0000<br />
|magenta=#800080<br />
|lmagenta=#ff00ff<br />
|brown=#785e30<br />
|yellow=#ffff00<br />
|lgray=#c0c0c0<br />
|white=#ffffff<br />
}}<br />
<br />
----<br />
<br />
=== Another natural scheme ===<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#505050<br />
|blue=#495f9d<br />
|lblue=#6f8aa5<br />
|green=#597537<br />
|lgreen=#a0c852<br />
|cyan=#65909e<br />
|lcyan=#9fc4d2<br />
|red=#920000<br />
|lred=#ce4901<br />
|magenta=#a53665<br />
|lmagenta=#ef96cf<br />
|brown=#8a693b<br />
|yellow=#ffc600<br />
|lgray=#808080<br />
|white=#ffffff<br />
}}<br />
<br />
----<br />
<br />
=== Higher-visibility scheme ===<br />
<br />
Tired of trying to see your metalsmiths (dark grey) and fishery workers (navy blue) against a black background? This scheme "brightens" most of the colors, while trying to stay true to the original tone when possible. (Except BROWN, which is now actually "brown", not olive green.)<br />
<br />
{{color scheme<br />
|black=#000000|blackt=*<br />
|dgray=#787878<br />
|blue=#2c88de<br />
|lblue=#90caff<br />
|green=#209020<br />
|lgreen=#42e828<br />
|cyan=#008080|cyant=*<br />
|lcyan=#80e0d8<br />
|red=#b00808<br />
|lred=#ff0000|lredt=*<br />
|magenta=#b038a0<br />
|lmagenta=#ff54ff<br />
|brown=#785e30<br />
|yellow=#ffec30<br />
|lgray=#b0b0b0<br />
|white=#ffffff|whitet=*<br />
}}<br />
:''(* unchanged'')<br />
<br />
Original on the left, this scheme on the right...<br />
<br />
{| style="margin: 0 auto"<br />
|-<br />
| valign='top' |<br />
<br />
{{Skill Box|DGRAY|#888|#888|<br />
[[Metalsmith]]s<br />
}}<br />
<br />
{{Skill Box|GREEN|#080|#080|<br />
[[Ranger]]s<br />
}}<br />
<br />
{{Skill Box|BLUE|rgb(00, 00, 80)|rgb(00, 00, 80)|<br />
[[Fishery worker]]<br />
}}<br />
<br />
{{Skill Box|LBLUE|#00f|#00f|<br />
[[Craftsdwarf]]s<br />
}}<br />
<br />
{{Skill Box|BROWN|#880|#880|<br />
[[Farmer]]s<br />
}}<br />
<br />
{{Skill Box|MAGENTA|#808|#808|<br />
[[Administrator]]s<br />
}}<br />
<br />
{{Skill Box|RED|#800|#800|<br />
[[Child]]ren<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|DGRAY|rgb(176, 176, 176)|rgb(176, 176, 176)|<br />
[[Metalsmith]]s<br />
}}<br />
<br />
{{Skill Box|GREEN|rgb(32, 144, 32)|rgb(32, 144, 32)|<br />
[[Ranger]]s<br />
}}<br />
<br />
{{Skill Box|BLUE|rgb(44, 136, 222)|rgb(44, 136, 222)|<br />
[[Fishery worker]]<br />
}}<br />
<br />
{{Skill Box|LBLUE|rgb(144, 202, 255)|rgb(144, 202, 255)|<br />
[[Craftsdwarf]]s<br />
}}<br />
<br />
{{Skill Box|BROWN|rgb(120, 94, 48)|rgb(120, 94, 48)|<br />
[[Farmer]]s<br />
}}<br />
<br />
{{Skill Box|MAGENTA|rgb(176, 56, 160)|rgb(176, 56, 160)|<br />
[[Administrator]]s<br />
}}<br />
<br />
{{Skill Box|RED|rgb(176, 8, 8)|rgb(176, 8, 8)|<br />
[[Child]]ren<br />
}}<br />
|}<br />
<br />
----<br />
<br />
=== (Yet) Another scheme ===<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#707070<br />
|blue=#203090<br />
|lblue=#2838ff<br />
|green=#309020<br />
|lgreen=#30f020<br />
|cyan=#208090<br />
|lcyan=#38d0ff<br />
|red=#971a1a<br />
|lred=#ff3020<br />
|magenta=#702090<br />
|lmagenta=#d038ff<br />
|brown=#907030<br />
|yellow=#ffe020<br />
|lgray=#b0b0b0<br />
|white=#ffffff<br />
}}<br />
<br />
----<br />
<br />
=== True CGA Scheme ===<br />
<br />
This scheme uses the genuine [http://en.wikipedia.org/wiki/Color_Graphics_Adapter CGA] palette, in case you're an old-school purist. <br />
<br />
''(Note that the CGA "brown" can be difficult to distinguish from "red" unless it is immediately nearby. For a slightly more readable version, you can "cheat" and replace the'' [BROWN_G:85]<br />
''with ''[BROWN_G:170]. '')''<br />
<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#555555<br />
|blue=#0000aa<br />
|lblue=#5555ff<br />
|green=#00aa00<br />
|lgreen=#55ff55<br />
|cyan=#00aaaa<br />
|lcyan=#55ffff<br />
|red=#aa0000<br />
|lred=#ff5555<br />
|magenta=#aa00aa<br />
|lmagenta=#ff55ff<br />
|brown=#aa5500<br />
|yellow=#ffff55<br />
|lgray=#aaaaaa<br />
|white=#ffffff<br />
}}<br />
<br />
----<br />
<br />
=== For the Chromatically Challenged ===<br />
<br />
Colour blindness can result in colours being too similar, such as red and brown, so this scheme sacrifices true colour accuracy for a greater difference in hues. If you have normal colour vision, then this probably looks really weird.<br />
<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#808080<br />
|blue=#0000C0<br />
|lblue=#3030FF<br />
|green=#008000<br />
|lgreen=#00D000<br />
|cyan=#007090<br />
|lcyan=#40D0FF<br />
|red=#C00000<br />
|lred=#FF3030<br />
|magenta=#A00080<br />
|lmagenta=#FF40D0<br />
|brown=#606000<br />
|yellow=#FFFF40<br />
|lgray=#C0C0C0<br />
|white=#FFFFFF<br />
}}<br />
<br />
----<br />
<br />
=== Red/Green Colorblindness ===<br />
<br />
A modification of the chromatically challenged color scheme above, made to the tastes of someone with Red/Green colorblindness.<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#707070<br />
|blue=#0000F0<br />
|lblue=#5050FF<br />
|green=#008000<br />
|lgreen=#00D000<br />
|cyan=#007090<br />
|lcyan=#40D0FF<br />
|red=#F00000<br />
|lred=#FF5050<br />
|magenta=#A00080<br />
|lmagenta=#FF30F0<br />
|brown=#806000<br />
|yellow=#FFFF40<br />
|lgray=#D0D0D0<br />
|white=#FFFFFF<br />
}}<br />
<br />
----<br />
<br />
=== Tango Scheme ===<br />
<br />
Color scheme to match [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango palette]. Cyan values were missing from palette, so blue/plum values are used instead.<br />
<br />
{{color scheme<br />
|black=#2E3436<br />
|dgray=#888a85<br />
|blue=#204a87<br />
|lblue=#3465a4<br />
|green=#4e9a06<br />
|lgreen=#8ae234<br />
|cyan=#75507b<br />
|lcyan=#729fcf<br />
|red=#a40000<br />
|lred=#ef2929<br />
|magenta=#5c3566<br />
|lmagenta=#ad7fa8<br />
|brown=#ce5c00<br />
|yellow=#fce94f<br />
|lgray=#babdb6<br />
|white=#eeeeec<br />
}}<br />
<br />
----<br />
<br />
=== AngleWyrm's Colorset ===<br />
Blues greens and brown that are easy on the eyes.<br />
<br />
{{color scheme<br />
|black=#000<br />
|dgray=#484848<br />
|blue=#303c78<br />
|lblue=#5064b4<br />
|green=#1e6428<br />
|lgreen=#289632<br />
|cyan=#285a82<br />
|lcyan=#729fcf<br />
|red=#a40000<br />
|lred=#ef2929<br />
|magenta=#5c3566<br />
|lmagenta=#ad7fa8<br />
|brown=#785032<br />
|yellow=#b4aa3c<br />
|lgray=#808080<br />
|white=#eeeeec<br />
}}<br />
<br />
----<br />
<br />
=== Putnam's Fortbent Color Scheme ===<br />
<br />
A color scheme designed for closest accuracy to Homestuck's colors; no accuracy to actual in-game colors guaranteed. <br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#626262<br />
|dgrayt=(Caliborn gray tumut)<br />
|blue=#000056<br />
|bluet=(Equius B100)<br />
|lblue=#005682<br />
|lbluet=(Vriska Cerulean!!!!!!!!)<br />
|green=#416600<br />
|greent=(:33 < *nepeta green*)<br />
|lgreen=#00FF00<br />
|lgreent=(Calliope's blood)<br />
|cyan=#008282<br />
|cyant=(T3R3Z1 T34L)<br />
|lcyan=#00FFFF<br />
|red=#a10000<br />
|redt=(aradia red)<br />
|lred=#FF0000<br />
|magenta=#6a006a<br />
|magentat=(eridan vviolet)<br />
|lmagenta=#77003c<br />
|lmagentat=(meenah purple)<br />
|brown=#a15000<br />
|brownt=(uHH, tAVROS BROWN)<br />
|yellow=#a1a100<br />
|yellowt=(yucky mu2tard yellow)<br />
|lgray=#929292<br />
|lgrayt=(Calliope gray!)<br />
|white=#FFFFFF<br />
}}<br />
<br />
----<br />
<br />
=== Vherid's Color Schemes ===<br />
<br />
====Default +====<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#505050<br />
|blue=#1233af<br />
|lblue=#0072ff<br />
|green=#008000<br />
|lgreen=#00ff00<br />
|cyan=#00b2b2<br />
|lcyan=#00ffff<br />
|red=#6b0000<br />
|lred=#ff0000<br />
|magenta=#800080<br />
|lmagenta=#d100ac<br />
|brown=#765e00<br />
|yellow=#ffff00<br />
|lgray=#c0c0c0<br />
|white=#ffffff<br />
}}<br />
<br />
====Natural====<br />
{{color scheme<br />
|black=#1b1209<br />
|dgray=#464132<br />
|blue=#203296<br />
|lblue=#0078ff<br />
|green=#1e6428<br />
|lgreen=#aaff00<br />
|cyan=#107873<br />
|lcyan=#1bd2cd<br />
|red=#6e1414<br />
|lred=#c02424<br />
|magenta=#8511ab<br />
|lmagenta=#e647aa<br />
|brown=#64402a<br />
|yellow=#fab40a<br />
|lgray=#746c54<br />
|white=#dcdcdc<br />
}}<br />
<br />
====Warm====<br />
{{color scheme<br />
|black=#1b1209<br />
|dgray=#3e352c<br />
|blue=#1a41a5<br />
|lblue=#006cff<br />
|green=#6e7b15<br />
|lgreen=#c4db26<br />
|cyan=#007860<br />
|lcyan=#00ffcc<br />
|red=#521900<br />
|lred=#c03d24<br />
|magenta=#4c0037<br />
|lmagenta=#ff208d<br />
|brown=#623d26<br />
|yellow=#ffbf00<br />
|lgray=#9a846d<br />
|white=#ffedda<br />
}}<br />
<br />
====Bone====<br />
{{color scheme<br />
|black=#26170a<br />
|dgray=#41352b<br />
|blue=#0f52ba<br />
|lblue=#008aff<br />
|green=#788617<br />
|lgreen=#c4db26<br />
|cyan=#56b872<br />
|lcyan=#48ffb8<br />
|red=#840000<br />
|lred=#c03d24<br />
|magenta=#7c1a60<br />
|lmagenta=#ff4282<br />
|brown=#684b3a<br />
|yellow=#ffc322<br />
|lgray=#9a846d<br />
|white=#fcfad0<br />
}}<br />
<br />
====Mishka====<br />
{{color scheme<br />
|black=#170f0d<br />
|dgray=#4a342e<br />
|blue=#005fff<br />
|lblue=#00b3ff<br />
|green=#57a000<br />
|lgreen=#c0d600<br />
|cyan=#00875f<br />
|lcyan=#00ffb4<br />
|red=#ba5300<br />
|lred=#ea8400<br />
|magenta=#a72400<br />
|lmagenta=#ff4310<br />
|brown=#b08951<br />
|yellow=#e4b31b<br />
|lgray=#79644b<br />
|white=#f1e3b8<br />
}}<br />
<br />
====Dusk====<br />
{{color scheme<br />
|black=#0a0a0a<br />
|dgray=#30262d<br />
|blue=#04518c<br />
|lblue=#00b0ee<br />
|green=#5d6d06<br />
|lgreen=#a6b000<br />
|cyan=#0c4f4c<br />
|lcyan=#0cbba0<br />
|red=#8e2800<br />
|lred=#ce4901<br />
|magenta=#830034<br />
|lmagenta=#a00307<br />
|brown=#eb8800<br />
|yellow=#ffb74d<br />
|lgray=#806d63<br />
|white=#f2f7e6<br />
}}<br />
<br />
====Sorrow====<br />
{{color scheme<br />
|black=#050011<br />
|dgray=#392a20<br />
|blue=#2e495e<br />
|lblue=#4c889e<br />
|green=#55532a<br />
|lgreen=#afb54b<br />
|cyan=#437d42<br />
|lcyan=#79bd8f<br />
|red=#8e2800<br />
|lred=#b64926<br />
|magenta=#7b2636<br />
|lmagenta=#a15642<br />
|brown=#816535<br />
|yellow=#cb9a45<br />
|lgray=#878e5d<br />
|white=#fff782<br />
}}<br />
<br />
====Jade====<br />
{{color scheme<br />
|black=#110b09<br />
|dgray=#2a1e1b<br />
|blue=#2e495e<br />
|lblue=#4c889e<br />
|green=#6c6b25<br />
|lgreen=#c3c13d<br />
|cyan=#5c633a<br />
|lcyan=#70a16c<br />
|red=#762a1b<br />
|lred=#af652f<br />
|magenta=#ae2c3b<br />
|lmagenta=#ab421e<br />
|brown=#725539<br />
|yellow=#cb9a45<br />
|lgray=#453c31<br />
|white=#dbd69c<br />
}}<br />
<br />
====Dark Sand====<br />
{{color scheme<br />
|black=#020110<br />
|dgray=#112334<br />
|blue=#04518c<br />
|lblue=#00b0ee<br />
|green=#5d6d06<br />
|lgreen=#a6b000<br />
|cyan=#0c4f4c<br />
|lcyan=#0cbba0<br />
|red=#8e2800<br />
|lred=#ce4901<br />
|magenta=#830034<br />
|lmagenta=#a00307<br />
|brown=#72593a<br />
|yellow=#ffb74d<br />
|lgray=#334555<br />
|white=#e6f5f7<br />
}}<br />
<br />
====Matrix====<br />
{{color scheme<br />
|black=#192007<br />
|dgray=#383a26<br />
|blue=#18774f<br />
|lblue=#0dbd75<br />
|green=#4d7218<br />
|lgreen=#88be12<br />
|cyan=#b38700<br />
|lcyan=#ffcc00<br />
|red=#76440b<br />
|lred=#b96706<br />
|magenta=#204631<br />
|lmagenta=#527f39<br />
|brown=#4d5407<br />
|yellow=#b9da1c<br />
|lgray=#6b6f4b<br />
|white=#d7e894<br />
}}<br />
<br />
====Ash====<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#343434<br />
|blue=#494949<br />
|lblue=#818181<br />
|green=#676767<br />
|lgreen=#dbdbdb<br />
|cyan=#a5a5a5<br />
|lcyan=#f7f7f7<br />
|red=#252525<br />
|lred=#505050<br />
|magenta=#555555<br />
|lmagenta=#777778<br />
|brown=#3c3c3c<br />
|yellow=#b6b6b6<br />
|lgray=#8e8e8e<br />
|white=#ffffff<br />
}}<br />
<br />
====Fields====<br />
{{color scheme<br />
|black=#0c0811<br />
|dgray=#342d28<br />
|blue=#27445c<br />
|lblue=#2facc7<br />
|green=#6b6819<br />
|lgreen=#bebc27<br />
|cyan=#3e7466<br />
|lcyan=#9ddc85<br />
|red=#5c2514<br />
|lred=#af3b14<br />
|magenta=#621805<br />
|lmagenta=#a42405<br />
|brown=#8d550b<br />
|yellow=#e0a403<br />
|lgray=#4f433a<br />
|white=#ebdec6<br />
}}<br />
<br />
====Heat====<br />
{{color scheme<br />
|black=#170a0a<br />
|dgray=#47341b<br />
|blue=#394b45<br />
|lblue=#42b0b6<br />
|green=#7d6f10<br />
|lgreen=#c7c01a<br />
|cyan=#517a4e<br />
|lcyan=#aade6c<br />
|red=#6e2c0c<br />
|lred=#ba420c<br />
|magenta=#741e03<br />
|lmagenta=#b02a03<br />
|brown=#9c5c07<br />
|yellow=#e4a801<br />
|lgray=#624a28<br />
|white=#eee0b5<br />
}}<br />
<br />
<br />
====Lazer====<br />
{{color scheme<br />
|black=#090900<br />
|dgray=#292701<br />
|blue=#003321<br />
|lblue=#287035<br />
|green=#886d23<br />
|lgreen=#efc140<br />
|cyan=#088313<br />
|lcyan=#23ca37<br />
|red=#62200b<br />
|lred=#af3b14<br />
|magenta=#4a0d02<br />
|lmagenta=#a52102<br />
|brown=#844e06<br />
|yellow=#e9ab03<br />
|lgray=#384023<br />
|white=#ccef73<br />
}}<br />
<br />
====Mud====<br />
{{color scheme<br />
|black=#201e15<br />
|dgray=#323723<br />
|blue=#234353<br />
|lblue=#30798f<br />
|green=#777136<br />
|lgreen=#ada45e<br />
|cyan=#445415<br />
|lcyan=#768b20<br />
|red=#89360e<br />
|lred=#bc4a13<br />
|magenta=#846722<br />
|lmagenta=#cca036<br />
|brown=#5c4f28<br />
|yellow=#fba612<br />
|lgray=#4e5537<br />
|white=#fffce3<br />
}}<br />
<br />
====Fallen====<br />
{{color scheme<br />
|black=#201e15<br />
|dgray=#323723<br />
|blue=#234353<br />
|lblue=#30798f<br />
|green=#777136<br />
|lgreen=#efc140<br />
|cyan=#3f522b<br />
|lcyan=#737d26<br />
|red=#6a2713<br />
|lred=#b24c15<br />
|magenta=#681708<br />
|lmagenta=#b52a0b<br />
|brown=#5c4f28<br />
|yellow=#fba612<br />
|lgray=#4e5537<br />
|white=#f4ffd0<br />
}}<br />
<br />
----<br />
<br />
===Monokai===<br />
{{color scheme<br />
|black=#000<br />
|dgray=#555<br />
|blue=#7accda<br />
|lblue=#66d9f9<br />
|green=#9dc54b<br />
|lgreen=#a6e22e<br />
|cyan=#00d9d9<br />
|lcyan=#c8f0f0<br />
|red=#d34278<br />
|lred=#f92672<br />
|magenta=#ae81ff<br />
|lmagenta=#b392ef<br />
|brown=#d1ca89<br />
|yellow=#e6db74<br />
|lgray=#f5deb3<br />
|white=#fff<br />
}}<br />
<br />
----<br />
<br />
===Solarized===<br />
<br />
Based on [http://ethanschoonover.com/solarized Ethan Schoonover's syntax highlighting color scheme]. Designed to be easily distinguishable and visible colors that also reduce eye strain and fatigue.<br />
<br />
{{color scheme<br />
|black=#002b36<br />
|dgray=#586e75<br />
|blue=#268bd2<br />
|lblue=#7baee6<br />
|green=#859900<br />
|lgreen=#adcb67<br />
|cyan=#2aa198<br />
|lcyan=#7fd7ca<br />
|red=#dc322f<br />
|lred=#f76a6a<br />
|magenta=#d33682<br />
|lmagenta=#f186aa<br />
|brown=#b58a00<br />
|yellow=#ecc853<br />
|lgray=#93a1a1<br />
|white=#fdf6e3<br />
}}<br />
<br />
----<br />
<br />
===elementary===<br />
{{color scheme<br />
|black=#303030<br />
|dgray=#5d5d5d<br />
|blue=#004f9e<br />
|lblue=#0071ff<br />
|green=#6ab017<br />
|lgreen=#7bc91f<br />
|cyan=#2aa7e7<br />
|lcyan=#4bb8fd<br />
|red=#e1321a<br />
|lred=#ff361e<br />
|magenta=#ec0048<br />
|lmagenta=#ff1d62<br />
|brown=#ffc005<br />
|yellow=#ffd00a<br />
|lgray=#999<br />
|white=#f2f2f2<br />
}}<br />
<br />
=== Pseudo Naturalistic Color Scheme ===<br />
<br />
Natural colours based on classic colours. Designed for [http://www.bay12forums.com/smf/index.php?topic=53180.4710 Ironhand tileset and DF2014 (see discussion)] but looks nice with ASCII too. Created by [[User:Harmonica|Harmonica]].<br />
<br />
This particularly works well with Ironhand due to the colour blending (nice minerals and plants), and also works nicely with the new trees.<br />
<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#808080<br />
|blue=#3636ab<br />
|lblue=#628aea<br />
|green=#3daf3d<br />
|lgreen=#70de70<br />
|cyan=#3aafc3<br />
|lcyan=#00ffff<br />
|red=#ab2929<br />
|lred=#f3714b<br />
|magenta=#ab33ab<br />
|lmagenta=#e691e6<br />
|brown=#795c38<br />
|yellow=#e6e600<br />
|lgray=#c0c0c0<br />
|white=#FFFFFF<br />
}}<br />
<br />
----<br />
<br />
=== CowThing's color schemes ===<br />
<br />
This color scheme is for a softer, happier game. Colors were chosen for easy visibility and to be easy on the eyes.<br />
{{color scheme<br />
|black=#31313e<br />
|dgray=#767681<br />
|blue=#4051da<br />
|lblue=#6295ed<br />
|green=#56b636<br />
|lgreen=#aff239<br />
|cyan=#52b7c0<br />
|lcyan=#acebd9<br />
|red=#ce3137<br />
|lred=#f8503e<br />
|magenta=#8e3aba<br />
|lmagenta=#dd62c5<br />
|brown=#f0a22a<br />
|yellow=#fcef62<br />
|lgray=#afb5b7<br />
|white=#ffffff<br />
}}<br />
<br />
A darker version of the above color scheme.<br />
{{color scheme<br />
|black=#1f1d26<br />
|dgray=#544f53<br />
|blue=#334ca0<br />
|lblue=#4b99d5<br />
|green=#398f29<br />
|lgreen=#79d733<br />
|cyan=#49948a<br />
|lcyan=#94daaf<br />
|red=#9e2c24<br />
|lred=#d64d2c<br />
|magenta=#6f2a71<br />
|lmagenta=#c3498c<br />
|brown=#bd7e24<br />
|yellow=#ebc942<br />
|lgray=#84827c<br />
|white=#f5f0da<br />
}}<br />
<br />
== Snackfox's color scheme ==<br />
<br />
This color scheme was designed to be light, pretty, and easy on the eyes, with an emphasis on purples and blues.<br />
{{color scheme<br />
|black=#453c57<br />
|dgray=#9e8db0<br />
|blue=#7062d6<br />
|lblue=#a499fa<br />
|green=#238a64<br />
|lgreen=#17eda6<br />
|cyan=#0099ff<br />
|lcyan=#00ffff<br />
|red=#b300b0<br />
|lred=#ff21a6<br />
|magenta=#ff2ebd<br />
|lmagenta=#ff8abf<br />
|brown=#b57438<br />
|yellow=#fff652<br />
|lgray=#cecef5<br />
|white=#fffbc8<br />
}}<br />
<br />
----<br />
<br />
== Runeset Mapmaker ==<br />
<br />
This color scheme was designed to work with Runeset to produce beautiful sepia toned fantasy maps.<br />
{{color scheme<br />
|black=#A59B78<br />
|dgray=#48453C<br />
|blue=#2D91DC<br />
|lblue=#8796B9<br />
|green=#2D6E32<br />
|lgreen=#82A569<br />
|cyan=#788C96<br />
|lcyan=#AAC0CD<br />
|red=#640505<br />
|lred=#911E23<br />
|magenta=#642369<br />
|lmagenta=#8C14A0<br />
|brown=#73694B<br />
|yellow=#C6C482<br />
|lgray=#C8C8B4<br />
|white=#FFFFFF<br />
}}<br />
<br />
== Runeset ==<br />
<br />
A more playable version of Runeset Mapmaker that doesn't make every embark site look like the desert. It's a milder toned scheme with decent contrast.<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#48453C<br />
|blue=#2D91DC<br />
|lblue=#8796B9<br />
|green=#2D6E32<br />
|lgreen=#82A569<br />
|cyan=#788C96<br />
|lcyan=#AAC0CD<br />
|red=#640505<br />
|lred=#911E23<br />
|magenta=#642369<br />
|lmagenta=#8C14A0<br />
|brown=#5F4628<br />
|yellow=#B4B473<br />
|lgray=#A0A0A0<br />
|white=#FFFFFF<br />
}}<br />
<br />
----<br />
<br />
== Kyzer's Themes ==<br />
<br />
=== Kyzer's Light Scheme ===<br />
A light color scheme meant to be easy on the eyes using yellows and relatively low contrast colors. '''Note: cyan is now purple!'''<br />
{{color scheme<br />
|black=#D3C89C<br />
|dgray=#474747<br />
|blue=#C4E6F2<br />
|lblue=#6590F4<br />
|green=#1C851E<br />
|lgreen=#0EB500<br />
|cyan=#683D91<br />
|lcyan=#BD89FA<br />
|red=#AD3636<br />
|lred=#E66060<br />
|magenta=#C95EAC<br />
|lmagenta=#733663<br />
|brown=#A66624<br />
|yellow=#9F9A17<br />
|lgray=#737373<br />
|white=#141414<br />
}}<br />
<br />
=== Kyzer's 'true color' Scheme ===<br />
A high brightness color scheme with a lot of contrast, base colors (RED and BLUE, for example) are the most saturated and brightest they can be. Light colors are actually light versions of the previous colors now.<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#595959<br />
|blue=#0000FF<br />
|lblue=#7D89FF<br />
|green=#00FF00<br />
|lgreen=#89FF7D<br />
|cyan=#00FFFF<br />
|lcyan=#9EFDFF<br />
|red=#FF0000<br />
|lred=#FF8787<br />
|magenta=#FF00FF<br />
|lmagenta=#FE8CFF<br />
|brown=#FFA33B<br />
|yellow=#FFFF85<br />
|lgray=#BABABA<br />
|white=#FFFFF<br />
}}<br />
<br />
=== Kyzer's Low Contrast Scheme ===<br />
A low contrast, dark theme which prevents your eyes from having issues focusing because of overly bright tones. Basically, it has the same effect of turning your monitor down, without turning it down.<br />
{{color scheme<br />
|black=#000000<br />
|dgray=#292929<br />
|blue=#00285C<br />
|lblue=#004399<br />
|green=#005200<br />
|lgreen=#007A00<br />
|cyan=#005252<br />
|lcyan=#008585<br />
|red=#4F0000<br />
|lred=#7D0000<br />
|magenta=#400063<br />
|lmagenta=#540082<br />
|brown=#733300<br />
|yellow=#877F00<br />
|lgray=#595959<br />
|white=#828282<br />
}}<br />
<br />
{{Category|Interface}}<br />
[[ru:Color scheme]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&diff=247262
Dwarf fortress mode
2019-09-28T18:54:55Z
<p>Loci: rollback</p>
<hr />
<div>{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
:''[[Modding guide|Modding]] is not covered on this page.''<br />
:''For tutorials about fortress mode, see [[tutorials]].''<br />
<br />
'''Fortress mode''' is the more popular of two modes of gameplay in ''Dwarf Fortress'', with the other mode being [[Adventurer mode]]. It is often the mode implied when one talks about ''Dwarf Fortress''. In fortress mode, you pick an [[embark]] location, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.<br />
<br />
== Goals ==<br />
The Dwarf fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. <br />
<br />
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.<br />
<br />
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.<br />
<br />
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't delve too greedily and too deep, for many creatures dwell in the [[caverns]] below...<br />
<br />
== The world ==<br />
To play ''Dwarf Fortress'' in fortress mode, you must generate a world that includes a dwarven civilization - see [[World generation]] for detailed instructions. After at least one world has been generated, you will be able to start the game. Only one game may be going on in a world at the same time.<br />
<br />
=== Geographic features ===<br />
The main features of a world are [[biome]]s on the surface and [[stone layer]]s under the surface, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.<br />
<br />
There are also [[cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.<br />
<br />
=== Inhabitants ===<br />
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.<br />
<br />
=== History ===<br />
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]]. Historical events will show up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|dwarven calendar]].<br />
<br />
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.<br />
<br />
== Embarking ==<br />
{{Main|Embark}}<br />
:''See also: [[Reclaim fortress mode]]''<br />
<br />
[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]<br />
<br />
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is the embarking process and is a major subject on its own. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.<br />
<br />
After you embark, the real game begins.<br />
<br />
== Gameplay user interface ==<br />
{{Main|Interface}}<br />
Your main view of the in-game world is a top-down view of a multi-layered environment. You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.<br />
<br />
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.<br />
<br />
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.<br />
<br />
=== Common UI concepts ===<br />
{{KeyConventions|4}}<br />
<br />
=== Pausing and resuming ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|Space}}<br />
| Pause/Unpause the game<br />
|}<br />
<br />
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.<br />
<br />
=== Main screen ===<br />
{| class="wikitable"<br />
|-<br />
| [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}<br />
| Zoom in and out<br />
|-<br />
| {{k|Tab}}<br />
| Toggle mini-map and command menu.<br />
|-<br />
| {{k|F11}}<br />
| Toggle fullscreen mode<br />
|}<br />
<br />
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.<br />
<br />
=== Options screen ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|Esc}}<br />
|<br />
* Enter options menu (if at top level)<br />
* Move back up one UI level (if not at top level)<br />
|}<br />
<br />
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.<br />
<br />
*{{DFtext|Return to Game}} &ndash; Exit the options menu. You can also just press {{K|Esc}}.<br />
*{{DFtext|Save Game}} &ndash; Saves the game, unloads the fortress, and returns to the main menu screen. There is no "save and continue" option, but saves can be [[saved game folder|backed up and reloaded]].<br />
*{{DFtext|Key Bindings}} &ndash; A UI for changing the [[Key bindings]].<br />
*{{DFtext|Export Local Image}} &ndash; Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].<br />
*{{DFtext|Music and Sound}} &ndash; Options related to the [[Music | Music]].<br />
*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}}) &nbsp; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you "give up" on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].<br />
*{{DFtext|Retire the Fortress}} <!-- TODO look up exact label --> &ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.<br />
<br />
Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the ''Dwarf Fortress'' process using the "die" command in DFHack, Windows Task Manager, or the Linux "kill" command.<br />
<br />
=== Main map ===<br />
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]<br />
[[Image:3_dimensions.png|right|300px]]<br />
{| class="wikitable"<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})<br />
| Move map view around<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)<br />
| Move map view around<br />
|-<br />
| {{k|<}} {{k|>}}<br />
| Move one [[Z-level]] up or down.<br />
|-<br />
| {{k|F1}}<br />
| Zoom to starting location (default [[#Hotkeys|hotkey]])<br />
|}<br />
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.<br />
<br />
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|<}} and {{k|>}}.<br />
<br />
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|<}} or {{K|>}}.<br />
<br />
==== Map cursor ====<br />
{| class="wikitable"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)<br />
| Move map cursor 1 tile<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Move map cursor 1 tile<br />
|-<br />
| {{k|Shift}} + direction key<br />
| Move map cursor 10 tiles<br />
|}<br />
<br />
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.<br />
<br />
=== Overview map ===<br />
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.<br />
<br />
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.<br />
<br />
=== Status indicators ===<br />
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:<br />
<br />
:{{Tile|C|4:7:1}}: new [[combat]] report available<br />
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available<br />
:{{Tile|S|3:7:1}}: new [[sparring]] report available<br />
<br />
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.<br />
<br />
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.<br />
<br />
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.<br />
<br />
=== Command window ===<br />
[[File:MainMenu.png|The command window.|frame]]<br />
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.<br />
<br />
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.<br />
<br />
== Your dwarves ==<br />
<br />
Your [[Dwarf|dwarves]] are the creatures who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.<br />
<br />
For a comprehensive reference, Reddit user DarxusC has done research on the minimum requirements to keep dwarves alive for long periods of time [https://www.reddit.com/r/dwarffortress/comments/cvdssa/a_video_showing_how_little_is_needed_to_survive/ here].<br />
<br />
=== Eating, drinking, and sleeping ===<br />
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.<br />
<br />
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.<br />
<br />
=== Happiness ===<br />
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.<br />
<br />
=== Children and immigration ===<br />
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].<br />
<br />
=== Jobs, labors and skills ===<br />
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill "rust".<br />
<br />
=== Nobles ===<br />
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.<br />
<br />
=== Death ===<br />
<br />
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.<br />
<br />
A [[Healthcare]] industry might help your wounded dwarves postpone death.<br />
<br />
== Digging ==<br />
{{Main|Mining}}<br />
<br />
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.<br />
<br />
All digging operations are done using the {{K|d}}esignations menu.<br />
<br />
=== Digging out tunnels and spaces ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|d}}-{{K|d}}<br />
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]<br />
|}<br />
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)<br />
<br />
=== Channeling ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|d}}-{{K|h}}<br />
| Dig out a [[Channel]]<br />
|}<br />
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.<br />
<br />
=== Stairways and ramps ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|d}}-{{K|u}}<br />
| Designate an upward stairway<br />
|-<br />
| {{K|d}}-{{K|j}}<br />
| Designate a downward stairway<br />
|-<br />
| {{K|d}}-{{K|i}}<br />
| Designate an up and down stairway<br />
|-<br />
| {{K|d}}-{{K|r}}<br />
| Designate an upward ramp<br />
|}<br />
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.<br />
<br />
=== Removing things ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|d}}-{{K|z}}<br />
| Remove upward stairs/ramps<br />
|-<br />
| {{K|d}}-{{K|n}}<br />
| Remove a construction<br />
|}<br />
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.<br />
<br />
=== Water and magma ===<br />
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.<br />
<br />
== Stockpiles ==<br />
{{Main|Stockpile}}<br />
<br />
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.<br />
<br />
== Rooms, furniture, and portals ==<br />
<br />
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.<br />
<br />
=== Furniture ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|b}}-{{K|a}}<br />
| place Armor Stand<br />
|-<br />
| {{K|b}}-{{K|b}}<br />
| place Bed<br />
|-<br />
| {{K|b}}-{{K|c}}<br />
| place Chair or Throne (seat)<br />
|-<br />
| {{K|b}}-{{K|n}}<br />
| place Burial Receptacle (coffin)<br />
|-<br />
| {{K|b}}-{{K|f}}<br />
| place Cabinet<br />
|-<br />
| {{K|b}}-{{K|h}}<br />
| place Container<br />
|-<br />
| {{K|b}}-{{K|r}}<br />
| place Weapon Rack<br />
|-<br />
| {{K|b}}-{{K|s}}<br />
| place Statue<br />
|-<br />
| {{K|b}}-{{K|Alt}}+{{K|s}}<br />
| place memorial Slab<br />
|-<br />
| {{K|b}}-{{K|t}}<br />
| place Table<br />
|-<br />
| {{K|b}}-{{K|R}}<br />
| place Traction Bench<br />
|}<br />
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.<br />
<br />
=== Defining rooms ===<br />
{{Main|Room}}<br />
<br />
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.<br />
<br />
=== Doors and hatches ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|b}}-{{K|d}}<br />
| place Door<br />
|-<br />
| {{K|b}}-{{K|x}}<br />
| place floodgate<br />
|-<br />
| {{K|b}}-{{K|H}}<br />
| place floor Hatch<br />
|}<br />
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.<br />
<br />
=== Windows, grates, and bars ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|b}}-{{K|W}}<br />
| place Wall grate<br />
|-<br />
| {{K|b}}-{{K|G}}<br />
| place floor Grate<br />
|-<br />
| {{K|b}}-{{K|B}}<br />
| place vertical Bars<br />
|-<br />
| {{K|b}}-{{K|Alt}}+{{K|b}}<br />
| place floor Bars<br />
|-<br />
| {{K|b}}-{{K|y}}<br />
| place glass window<br />
|-<br />
| {{K|b}}-{{K|Y}}<br />
| place gem window<br />
|}<br />
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.<br />
<br />
== Constructions ==<br />
{{Main|Construction}}<br />
<br />
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.<br />
<br />
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.<br />
<br />
=== Walls, floors, and stairs ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|b}}-{{K|C}}<br />
| build Constructions submenu<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|w}}<br />
| build Constructed [[Wall]]<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|f}}<br />
| build Constructed [[Floor]]<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|r}}<br />
| build Constructed upward [[Ramp]]<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|u}}<br />
| build Constructed Up [[Stair]]<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|d}}<br />
| build Constructed Down [[Stair]]<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|x}}<br />
| build Constructed up and down [[Stair]]<br />
|-<br />
| {{K|b}}-{{K|C}}-{{K|F}}<br />
| build Constructed [[Fortification]] <br />
|}<br />
<br />
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.<br />
<br />
=== Bridges ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|b}}-{{K|g}}<br />
| build a bridge<br />
|}<br />
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.<br />
<br />
=== Roads ===<br />
{| class="wikitable"<br />
|-<br />
| {{K|b}}-{{K|o}}<br />
| build Paved road<br />
|-<br />
| {{K|b}}-{{K|O}}<br />
| build Dirt road<br />
|}<br />
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.<br />
<br />
== Trading ==<br />
{{Main|Trading}}<br />
<br />
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.<br />
<br />
== Military and combat ==<br />
{{Main|Military}}<br />
:''See also: [[Military interface]]''<br />
<br />
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).<br />
<br />
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.<br />
<br />
== Hospitals and healthcare ==<br />
{{Main|Healthcare}}<br />
<br />
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.<br />
<br />
== Burrows ==<br />
{{Main|Burrow}}<br />
<br />
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.<br />
<br />
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.<br />
<br />
== Macros ==<br />
{{Main|Macros and Keymaps}}<br />
<br />
'''Macros''' allow recording sequences of keystrokes and "playing" them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.<br />
<br />
== Reference sheet ==<br />
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''<br />
<br />
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. <br />
<br />
{{Getting Started}}<br />
{{Category|Fortress mode}}<br />
{{Category|Guides}}<br />
{{Category|Interface}}<br />
[[ru:Dwarf fortress mode]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Vampire&diff=247261
Vampire
2019-09-28T18:51:39Z
<p>Loci: rv unnecessary comma</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 />
'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against [[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 />
[[File:vampire_preview.jpg|thumb|200px|right|Prefers Type O-.]]Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related with 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|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 and they are hiding 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.<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, and 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.<br />
<br />
The most important difference is that sometimes (when? how often?), they drink the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'.<br />
<br />
If vampires are 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. <br />
<br />
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 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. He was most likely fed upon by a vampire, 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, 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 he is, 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 your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them 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.<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]], vampires with injured lungs have no problem "breathing", and submerged vampires will not [[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 from 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 bone or human bone item is a vampire; having multiple 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. 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 him/her 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 dwarfs 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 he be assigned to the lever room. Of course, you could drop him 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 him 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 him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his 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.<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 two 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}}<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 v0.42}}<br />
The other, safer method is by toppling statues 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.)<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. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.<br />
<br />
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and 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 time-window to suck a sleeping person's blood.<br />
<br />
After becoming a vampire, you become invincible to zombies, since you're now a 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). Vampire 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 dingos, 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 ==<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 down 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 />
== 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 />
{{Creatures}}<br />
{{category|humanoids}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[Ru:Vampire]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Bookkeeper&diff=247260
Bookkeeper
2019-09-28T18:49:16Z
<p>Loci: rv, User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Superior|00:12, 19 April 2013 (UTC)}}{{av}}<br />
<br />
{{Noble<br />
|noble=Bookkeeper<br />
|office=Meager Office<br />
|arrival=Appointed on the [[nobles screen]].<br />
|function=<br />
* Accurate accounting of [[stocks]] and [[wealth]].<br />
}}<br />
<br />
The '''bookkeeper''' is an appointed [[noble]] who updates the [[stocks]] and [[wealth|created wealth]] screens with more accurate information. The bookkeeper needs to work in an [[office]] to do this job. The bookkeeper uses the [[record keeper]] skill, which grants the profession [[clerk]].<br />
<br />
The desired level of accuracy can be set in the {{key|s}}ettings menu from the {{key|n}}obles screen (when the bookkeeper is highlighted). To increase above the lowest level of accuracy, the bookkeeper needs a [[office|meager office]]. They must work not only to attain an accuracy level, but also to maintain it. When first assigned, a bookkeeper spends a long time creating a full list of the stocks, but once done, it takes only a bit of time to maintain this level of detail (even at maximum quality), so most of Urist McBookkeeper's time can eventually be assigned somewhere else.<br />
<br />
Curiously, a bookkeeper does not require writing materials such as [[paper]] or [[scroll]]s to perform his job. Bookkeepers will be unable to do their jobs if they cannot grasp, though.<br />
{{Translation| dwarven = thîkut-zuden | elvish = soya-sinu | goblin = zosto-ol | human = thothil-nushrat}}<br />
[[File:Bookkeeper-sarasti.jpg|thumb|center|300px|Artist rendering of a bookkeeper by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]<br />
<br />
{{gamedata|[POSITION:BOOKKEEPER]<br />
[NAME:bookkeeper:bookkeepers]<br />
[SITE]<br />
[NUMBER:1]<br />
[RESPONSIBILITY:ACCOUNTING]<br />
[APPOINTED_BY:EXPEDITION_LEADER]<br />
[APPOINTED_BY:MAYOR]<br />
[PRECEDENCE:180]<br />
[DO_NOT_CULL]<br />
[COLOR:5:0:0]<br />
[DUTY_BOUND]<br />
[REQUIRED_OFFICE:1]}}<br />
<br />
{{Nobles}}<br />
{{Category|Appointed Nobles}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Bogeyman&diff=247259
Bogeyman
2019-09-28T18:47:21Z
<p>Loci: rv</p>
<hr />
<div>{{Quality|Exceptional|21:35, 20 September 2016 (UTC)}}<br />
{{av}}<br />
[[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]<br />
A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally generated [[night creature]] which attacks unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night alone. Both fast travelling and travelling normally on the local map trigger bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared. <br />
<br />
== Characteristics ==<br />
A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with bogeymen, generating a world with "{{tt|Number of bogeymen types}}" set to {{tt|0}} in advanced world generation will ensure that no bogeymen exist in your world. <br />
<br />
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures and reading their description will reveal the bogeyman "hurls vicious insults constantly". While evil, bogeymen are not restricted to evil regions and can appear anywhere.<br />
<br />
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000; due to not existing in [[fortress mode]], bogeymen never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to be [[Animal trainer|trained]] even if they did spawn in fortresses.<br />
<br />
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s.<br />
<br />
During a bogeyman attack, the "give up" option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the dark.|7:0}}<br />
<br />
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.<br />
<br />
== Avoiding bogeymen ==<br />
<br />
Fortunately, adventurers are not doomed to face bogeymen every time night falls. In fact, bogeymen can be avoided entirely by:<br />
<br />
#Being accompanied by at least one [[Adventure mode#Companions|companion]]. However, if you go to sleep, there is a chance the companions will wander, even if you ask them to wait.<br /><br />
#Sleeping/waiting the night away inside a shelter (see below).<br /><br />
#Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].<br />
<br />
<br />
When you are [[ambush|ambushed]] by bogeymen, you will get the message:<br />
{{gametext|You are surrounded by incessant cackling.|5:1}}<br />
A turn after receiving this message, 4-6 bogeymen will begin spawning around you.<br />
<br />
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:<br />
{{gametext|You are still surrounded by cackling.|5:1}}<br />
<br />
<br />
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in the vanilla game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.<br />
<br />
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.<br />
<br />
== Dealing with bogeymen ==<br />
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:<br />
<br />
=== Killing them all ===<br />
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the "Fighting bogeymen" section for more information.<br />
<br />
=== Surviving until dawn ===<br />
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.<br />
<br />
=== Entering a shelter ===<br />
"Shelter" here refers to (non-ruined) buildings, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. <br />
<br />
Once you succeed in doing one of the above, you'll get the message:<br />
{{gametext|The cackling fades away.|5:1}}<br />
and then you can get back to adventuring.<br />
<br />
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.<br />
<br />
== Fighting bogeymen ==<br />
<br />
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:<br />
<br />
*Don't panic. Always know where your towel is. Carefully planned maneuvering is the key to survival.<br />
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.<br />
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.<br />
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.<br />
<br />
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.<br />
<br />
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.<br />
<br />
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.<br />
<br />
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.<br />
<br />
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. <br />
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back. <br />
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high-enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.<br />
*Above all, remember that [[Losing|losing is fun]]!<br />
<br />
{{gamedata|title=Example raws (as extracted from world.dat)|[OBJECT:CREATURE]<br />
<br />
[CREATURE:NIGHT_CREATURE_19]<br />
[NAME:bogeyman:bogeymen:bogeyman]<br />
[CASTE_NAME:bogeyman:bogeymen:bogeyman]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:20:0:0]<br />
[NIGHT_CREATURE_BOGEYMAN]<br />
[NATURAL_SKILL:WRESTLING:9]<br />
[NATURAL_SKILL:BITE:9]<br />
[NATURAL_SKILL:MELEE_COMBAT:9]<br />
[NATURAL_SKILL:GRASP_STRIKE:9]<br />
[NATURAL_SKILL:STANCE_STRIKE:9]<br />
[NATURAL_SKILL:DODGING:9]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:9]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[NO_GENDER]<br />
[CLUSTER_NUMBER:4:6]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:HUMOR:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:MISERY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:12000]<br />
[CREATURE_TILE:164]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_2_HEAD_HORNS:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN: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 />
[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[NOBREATHE]<br />
[HOMEOTERM:10040]<br />
[SELECT_MATERIAL:SKIN]<br />
[STATE_COLOR:ALL_SOLID:SLATE_GRAY]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<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 />
[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:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<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: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:900:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:800: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 small one-eyed humanoid. It has two broad horns and it hurls vicious insults constantly. Its slate gray skin is sleek and smooth. Now you will know why you fear the night.]<br />
[PREFSTRING:terror-inspiring antics]<br />
}}<br />
{{Creatures}}<br />
<br />
{{Category|Amphibious}}<br />
{{Category|Building destroyer}}<br />
{{Category|Fanciful}}<br />
{{Category|Learns}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
{{Category|Trapavoid}}<br />
[[ru:Bogeyman]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Siege&diff=247258
Siege
2019-09-28T18:42:10Z
<p>Loci: rv, User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Exceptional|16:56, 10 June 2015 (UTC)}}<br />
{{av}}<br />
{{Translation<br />
| dwarven = zokun<br />
| elvish = thima<br />
| goblin = etosp<br />
| human = rislu<br />
}}<br />
:''For catapults and ballistae, see [[Siege engine]].''<br />
<br />
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s (who never go beyond ambushes) and subterranean [[animal people]] (who just don't attack at all).<br />
<br />
[[Caravan]]s will not arrive at a besieged fortress. They will arrive, though, if a siege is broken quickly enough, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.<br />
<br />
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]] or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the [[Embark]] site finder when selecting your fortress site.<br />
<br />
== Structure of a siege ==<br />
[[File:trebuchet_prev.jpg|thumb|150px|right|Trebuchet]]<br />
*Siege forces usually consist of several 'squads'. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad being led).<br />
*Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].<br />
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]], if your fort defense relies on the same kind of walls and pits as previous versions.<br />
*In the pause menu, your retiring option will change from "retire your fortress" to "succumb to the invasion". Choosing this option will lead to the siege succeeding and the dwarves being killed.<br />
*After being sufficiently "successful" at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.<br />
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. <br />
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.<br />
*You can turn off sieges and [[forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].<br />
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.<br />
<br />
== [[Goblin]] sieges ==<br />
<br />
{{dftext|A vile force of darkness has arrived!|5:1}}<br />
<br />
Usually the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s or [[cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these 'groups' usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races, previously kidnapped by [[snatcher]]s, and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.<br />
<br />
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort instead of charging blindly - the behaviour described in the paragraph on human sieges.<br />
<br />
== [[Elf|Elven]] sieges ==<br />
<br />
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}<br />
<br />
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.<br />
<br />
Elves use stealth squads, ''a la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle. Their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.<br />
<br />
== [[Human]] sieges ==<br />
<br />
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}<br />
<br />
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. <br />
<br />
Humans often ride rather mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. Be aware that human siegers know of all [[trap]]s that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as "new", even if it's the same type of trap in the same tile.<br />
<br />
== [[Necromancer]] sieges ==<br />
<br />
{{dftext|The dead walk. Hide while you still can!|5:1}}<br />
<br />
Necromancers will only be able to siege you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.<br />
<br />
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, "elite" zombie fighters may carry ''weapons and armour'', a truly terrifying thought were there ever one.<br />
<br />
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.<br />
<br />
It is recommended that you have <s>many traps</s> every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.<br />
<br />
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).<br />
<br />
== [[Dwarf|Dwarven]] sieges ==<br />
{{New in|0.44.01}}<br />
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}<br />
<br />
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.<br />
<br />
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.<br />
<br />
== [[Bandit]] sieges ==<br />
<br />
Roving bandit groups nearby your fortress may also besiege your fortress. This can happen as early as ''the first year'', making them an excellent source of surprise [[Fun]].<br />
<br />
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.<br />
<br />
== Bugs ==<br />
* Amphibian invader mounts drown their riders. {{Bug|926}}<br />
<br />
{{Military}}<br />
[[ru:Siege]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Siege_engine&diff=247257
Siege engine
2019-09-28T18:41:17Z
<p>Loci: rv, User_talk:Silverwing235#Singular_they</p>
<hr />
<div>{{Quality|Exceptional|01:09, 4 February 2015 (UTC)}}<br />
{{av}}{{buggy}}<br />
A '''siege engine''' in ''Dwarf Fortress'' is half building, half heavy weapon, and includes both the '''catapult''' and the '''ballista'''. Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).'' A [[ballista arrow]] can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].<br />
<br />
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).<br />
<br />
Siege engines can be made to face in any of the four cardinal directions, but they cannot be moved after placement. They can, however, be rotated, or deconstructed back into their 3 parts (with {{k|q}}-{{k|x}}), to be moved elsewhere. Both the construction of siege equipment and the engine itself require a dwarf with the "[[Siege engineering]]" [[labor]] designated, which uses the "[[Siege engineer]]" [[skill]]. <br />
<br />
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]]. <br />
<br />
Ballistae require specially-made [[ammo]] &mdash; [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]]). Catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all.<br />
<br />
[[File:siege-engines.jpg|thumb|230px|right|Three types of common siege engines.]]<br />
<br />
==Building Siege Engines==<br />
{{key|b}}-{{key|i}}<br />
<br />
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, "parts" are generic - there are no particular "sub-types" of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps.<br />
<br />
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}<br />
<br />
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about, other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.<br />
<br />
==Using Siege Engines (simple)==<br />
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.<br />
<br />
{{key|f}} toggles the current status between:<br />
*Not In Use: Dwarves with the [[Siege operator]] [[job]] will reload unloaded engines and leave them unattended.<br />
*Prepare to Fire: Siege operators will load the engine and remain stationed for further commands.<br />
*Fire at Will: Siege operators will fire and load normally.<br />
<br />
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine. The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)<br />
<br />
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly. (See [[#Catapults as stone movers|below]].)<br />
<br />
<diagram><br />
########<br />
CCC..._#<br />
CCC..._#<br />
CCC..._#<br />
########<br />
</diagram><br />
<br />
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.<br />
<br />
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.<br />
<br />
<diagram><br />
#####################<br />
CCC..._¦.............<br />
CCC..._¦.............<br />
CCC..._¦.............<br />
#####################<br />
</diagram><br />
<br />
Drawbridge raised deflecting stones into channel.<br />
<br />
<diagram><br />
#####################<br />
CCC...[].............<br />
CCC...[].............<br />
CCC...[].............<br />
#####################<br />
</diagram><br />
<br />
Drawbridge lowered allowing catapult to shoot down the corridor.<br />
<br />
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.<br />
<br />
<diagram><br />
######################<br />
#_CCC............CCC_#<br />
#_CCC............CCC_#<br />
#_CCC............CCC_#<br />
#########....#########<br />
</diagram><br />
<br />
This is obviously only for training purposes, but the point is efficiency. As each catapult fires, it "gives" stones to the engine across from it. This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing "catch" with the stones they are training with. Stones will always be available directly behind each operator, however <s>dorfs</s> some dwarves are incredibly stupid. They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range. Even then, the idiots will sometimes cross the range and pick up stones from the far end.<br />
<br />
==Special considerations==<br />
<br />
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically "in front" of them, and so cannot target anything off at an angle. They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20 degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)<br />
* Both catapults and ballistae aim and fire only along one z-level. While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no "head room" is necessary - ammo just flies out, never up.<br />
* Catapults have a minimum range - at least 30 tiles.<br />
* Catapults can and will fire over any creatures between them and their target.<br />
* Neither are affected by [[fortification]]s.<br />
* [[Siege operator]]s are "civilians", and as such they will run in fear if enemy units come too close to them. "Too close" varies somewhat, but may be as far as 10 tiles.<br />
<br />
===Safety Warning===<br />
<br />
'''Ballistae can and will kill anything in their path!''' Ballista arrows may hit any units in any square that the head passes through. They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine. Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both. The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}<br />
<br />
Surprisingly, catapults are relatively safe. Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will, in due time, clear the whole area of stone.<br />
<br />
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).<br />
<br />
'''"Fire at Will" does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command. This can be good against unseen [[ambush]]es, or if you wish to move [[stone]] across a map, but not if you are worried about depleting an ammo stockpile.<br />
<br />
==Using Siege Engines (advanced)==<br />
===Placement===<br />
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 10-20 degrees wide. Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.<br />
<br />
Siege operators are civilians! They may cease firing and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.<br />
<br />
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.<br />
<br />
===Skill and Quality===<br />
<br />
The quality of the siege engine parts affects the engine's reload time (and possibly accuracy).{{verify}} It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.<br />
<br />
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.<br />
<br />
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.<br />
<br />
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. <br />
<br />
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.<br />
<br />
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment. With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf. Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.<br />
<br />
===In Battle===<br />
<br />
Catapults are generally less effective in battle situations than ballistae. The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate. Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.<br />
<br />
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant. However, the arrows may hit multiple targets in a single launch. This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes. Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost. Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.<br />
<br />
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces. You might train your operators on a set of catapults and defend your fortress with a set of ballistae.<br />
<br />
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. <br />
<br />
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first. It's wise to train more operators than you have engines, and disable all other work for them in times of need. The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.<br />
<br />
===Ballista battery===<br />
<br />
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. <br />
<br />
:<br />'''Three tile-wide corridor''' (battery room 5 tiles wide)<br />
<br />
<diagram><br />
╔═══<br />
══════════════════════════╦══╦══╝▐▀\<br />
Entrance++++++++++++▼ ╬ ╬▐▀\◄═« (~ammo~)<br />
Entrance++++++++++++▼ ╬▐▀\◄═«▐▄/<br />
Entrance++++++++++++▼ ╬◄═«▐▄/ (~ammo~)<br />
══════════════════════════╣▐▄/ (~ammo~)<br />
╚═════════<br />
</diagram><br />
<br />
:*<tt>+</tt> - floor<br />
:*<tt>═</tt> - wall<br />
:*<tt>▼</tt> - ramp (down)<br />
:*<tt>·</tt> - channel (aka "empty space" on this level)<br />
:*<tt>╬</tt> - fortification<br />
<br />
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.<br />
<br />
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage. Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.<br />
<br />
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.<br />
<br />
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above. The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.<br />
<br />
==Catapults as stone movers==<br />
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly. That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point. If the ammo reaches its maximum range, again, it falls harmlessly. Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand. Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.<br />
<br />
==Gatling Catapults==<br />
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.<br />
<br />
==Bugs==<br />
* Siege projectiles are surprisingly non-lethal{{bug|818}}<br />
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}<br />
<br />
----<br />
<br />
'''See Also:'''<br />
:*[[Defense design]]<br />
:*[[cross-training#Army corps of engineers|Army corps of engineers]]<br />
{{buildings}}<br />
<br />
{{Category|Buildings}}<br />
{{Category|Fortress defense}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Undead&diff=247256
Undead
2019-09-28T18:38:14Z
<p>Loci: reword</p>
<hr />
<div>{{Quality|Superior|18:33, 23 August 2014 (UTC)}}<br />
<br />
{{av}}<br />
[[File:zombie_dwarf.jpg|thumb|170px|right|Body, decomposed. Wrath, active.]]The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]].<br />
<br />
==What is an undead?==<br />
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the "animated dead", this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond "kill everything", vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called undead in-game, but they are also not considered animated dead (as they lack a corporeal form).<br />
<br />
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]] or even ''[[mussel]] [[shell]]s''. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, "exploding into gore", "cloven asunder", "torn into shreds" and so on) to the head, neck, lower body, or upper body will turn the corpse into a "mangled corpse", ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.<br />
<br />
==Traits==<br />
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:<br />
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]]<br />
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity<br />
*Lack of emotion, pain, thought, or need for sustenance or breath<br />
*Undead status ({{token|NOT_LIVING}}), sterility, and fixed [[skill]] and [[attribute]] values (no rust or gain)<br />
<br />
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. <br />
<br />
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.<br />
<br />
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''"The dead walk! Hide while you can!"'' far more weight than before.<br />
<br />
===Thralls, Husks, and Zombies===<br />
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.<br />
<br />
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, "infecting" those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.<br />
<br />
==Destruction==<br />
The undead should, in general, be considered a serious threat, far beyond the average ''[[goblin]] garbage''. They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and somewhat more fragile [[bronze colossus]], albeit one that is not guaranteed to stay dead when slain.<br />
<br />
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing ("flies/sails off in an arc!" etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. [[Crossbow]] bolts can kill the undead if one of the previously mentioned important body-parts is destroyed by the shot, but as shots cannot aim at specific organs, this method often relies on chance. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be "safely" fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants.<br />
<br />
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment. These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal. You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.<br />
<br />
[[Evil weather]] thralls may also require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice- Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. <br />
<br />
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them. It is not advised to directly fight a zombie horde that outnumbers your military, even a highly trained one. A legendary squad can take down zombies in roughly equal numbers, but a continuous onslaught of undead [[Fun|will quickly show a major disadvantage of living soldiers in over-exertion]]. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though.<br />
<br />
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.<br />
<br />
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.<br />
<br />
==Uses==<br />
Undead caught in [[cage trap]]s can be used for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included.<br />
<br />
==Undead Fun Facts==<br />
<br />
* Undead can animate from hauled corpses.<br />
* Undead will not attack necromancers or other undead like vampires or mummies.<br />
* Undead will not attack inorganic enemies like the [[bronze colossus]].<br />
* Undead risen from starved animals in cages are not caged.<br />
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).<br />
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.<br />
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.<br />
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.<br />
* Dwarves who like an animal will also enjoy that undead animal.<br />
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].<br />
* '''With the addition of jumping, they can jump over 2 thick moats'''.<br />
<br />
==Bugs==<br />
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.<br />
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.<br />
<br />
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}<br />
<br />
{{Creatures}}<br />
{{category|Creatures}}<br />
[[ru:Undead]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Tutorial:Powerplay_Guide&diff=247254
Tutorial:Powerplay Guide
2019-09-28T18:24:04Z
<p>Loci: rv</p>
<hr />
<div>''This is an intermediate guide for Adventurer Mode. For a beginner's tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ''See [[Adventure Mode quick reference]] to look up key commands.<br />
:''Updated to DF 44.02. Work in progress!<br />
<br />
<br />
This guide focuses on powerplay: that is, building the most powerful combat-oriented character and achieving goals that can be considered "winning the game". Yet, fun is prioritised, so glitch/bug abuse to get an advantage will not be used. For the most part, it's tailored towards players with some adventure mode experience, as there will be no explanation of basic gameplay elements, such as Fast ['''T''']ravelling, ['''R''']emoving an item, ['''W''']earing an armour or ['''S''']tanding up. Also, it is assumed that readers are familiar with fortress mode to the point of being able to make at least steel weapons/armor, as there will be no explanation on this part, either.<br />
<br />
However, this does not mean that less experienced players will not benefit from this guide. All the combat mechanics, decisions and picks will be explained thoroughly without missing any steps. As long as one is familiar with hotkeys, he/she is all set for reading this. And don't forget about spoilers!<br />
<br />
<br />
=Generating the world=<br />
<br />
[[File:Stq3w89lf.png|thumb|right|400px|Example of a well-balanced world for an adventure game]]<br />
<br />
Use the following settings:<br />
<br />
*'''World Size:''' Smaller<br />
*'''History:''' Short<br />
*'''Number of Civilizations:''' High<br />
*'''Max. Number of Sites:''' High<br />
*'''Number of Beasts:''' Medium (Default)<br />
*'''Natural Savagery:''' Medium (Default)<br />
<br />
While technically, every world is suitable for adventure mode, any player looking for a decent game should start in a world that has at least the following features:<br />
<br />
*A [[DF2014:Tower (necromancy)|tower]]<br />
*2 or 3 [[DF2014:Dark fortress|dark fortresses]]<br />
*A [[vault]]<br />
<br />
Optional features:<br />
<br />
*A [[desert]]<br />
*An [[island]] no more than 2 blocks away from the mainland<br />
*A [[DF2014:Labyrinth|maze]]<br />
<br />
You can check whether your world has a certain feature by starting the world in Legends mode.<br /><br />
<br />
* A '''"Smaller"''' world size drastically reduces updating times, shortens the distance you will have to travel on foot and makes it more likely to explore more of the world. Don't get confused - even at this degree the generated world is much bigger than you would think, and is more than enough for a lengthy game while still preserving the features from bigger worlds.<br /><br />
*A '''"Short"''' history setting will make the world 125 years old. This is done to ensure that goblin settlements (a.k.a [[dark pit]]s) are not too abundant. It also prevents a lot of takeover wars, so it is less likely to end up with dead civilization(s) or human towns populated by elves (or more likely, goblins).<br /><br />
*A '''"High"''' number of civilizations provides increased chances of Towers and [[dark fortress]]es appearing. Same applies to the "High" Number of Sites, only that it also influences the amount of creature lairs and encampments in the wild.<br />
<br />
Number of beasts determines how many megabeasts will roam the world. It is affected by the world size (e.g. Smaller), so it is left at default value. Same applies to Natural Savagery and Mineral occurrence.<br />
<br />
'''IMPORTANT:''' As of 43.05, after creating the desirable world, you have two options: <br />
<br />
'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use.<br />
<br />
'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valour (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.<br />
<br />
Afterwards, unretire the new fort. You will discover that option two will make your adventurer playable in fortress mode, which is much more engaging than simply visiting the fort to collect the items. The adventurer is now a full part of the fort, able to be assigned labors and noble ranks, just like any dwarf could! You're now a new human commander of the fort (regardless of who holds the expedition leader title). Stand tall, lead your dwarves to create a burgeoning colony, and be '''directly''' interwoven in all its affairs! Feel the relevance of your newly-made weapons that were forged under your adventurer's firsthand guidance! Master the intricate craft of [[DF2014:Cheese maker|cheesemaking]]! And of course, make [[siege]]s personal by fighting alongside dwarven militia! <br />
<br />
But don't forget, that time flies MUCH quicker in fort mode, and human lifespan is half that of dwarves. Make sure your adventurer is aging-proof before taking option 2. Also, you will be subject to skill and attribute [[DF2014:Skill#Skill_rust| rust]], which can be severe in the case of the Reader skill. Make sure your fort has enough books to read. Remember - you'll become a part of dwarfkind, and you're just as mortal as any other denizen of the fort... And obviously, should your adventurer die in fort mode for whatever reason out of millions possible, he or she will be gone for good.<br />
<br />
=Character Creation=<br />
<br />
The character creation follows the same order as it appears in-game: Race/Civ/Status ->Starting Attributes/Skills->Background->Appearance -> Mental attributes.<br />
<br />
==Race and Civilization==<br />
<br />
Human or Dwarf - there is little difference besides the armour and clothing size, pick whichever you want. Some may argue that dwarves have an advantage due to being able to wear better armour, made in a player fortress. However, as of 43.05 it is possible to set the size of armor to be crafted to "Large", giving humans (and many other larger/smaller races) access to any armor a dwarf can wear. Moreover, later on you will realize that masterwork armour is just as useful as standard quality. More on this will be explained in "Armour" section. As for the dwarven "[[DF2014:Martial trance|Battle Trance]]" - it will not activate against megabeasts, generally doesn't bemefit much to legendarily skilled adventurer, and more so, this guide emphasizes on NOT finding yourself alone and surrounded most of the time. Hence, battle influence on race choice is negligible.<br />
<br />
As of 43.05, it is now possible to play as one of the many [[DF2014:Animal people|animal-people]], insect-people and even plant-people with [[DF2014:Gorlak|gorlaks]]. They have their own ups and downs that are numerous, and best discussed elsewhere.<br />
Human will be used for this guide as the most accessible and reasonably challenging option.<br />
<br />
== Status ==<br />
<br />
*'''Peasant:''' 15 attribute, 35 skill<br />
*'''Hero:''' 35 attribute, 95 skill<br />
*'''Demigod:''' 105 attribute, 161 skill<br />
<br />
Peasant, Hero and Demigod look completely different, with demigod seemingly holding the most advantage. However, all three are mortal, and all three are capable of becoming unstoppable. The key difference is in starting stats/skills (with demigod beginning with most, Peasant with least) and stats cap (maximum attainable value). <br />
<br />
Simply put, the higher the starting stat (e.g. Strength), the higher it can be increased over the course of the game. Hence, demigods can have the highest stats in the end by simply having more to start with. Yet, even a Peasant adventurer is capable of killing a [[Demon]] or [[Dragon]] in the endgame, so at the end of the day all the status does '''is determine how easy and how fast your starting game will be.'''<br />
<br />
"Hero" is suitable for most players. Pick Demigod for an easier early game. For the purposes of this guide, "Peasant" will be used to demonstrate that these instructions are applicable to every single status.<br />
<br />
<br />
== Starting Attributes and Skills ==<br />
<br />
===Body Attributes===<br />
<br />
As of 43.05, all these stat distributions will leave no points wasted.<br />
<br />
'''Peasant:'''<br />
*High Strength (20)<br />
*High Agility (20)<br />
*Very Low Recuperation (1)<br />
*Very Low Disease Resistance (1)<br />
*Very Low Creativity (1)<br />
*Very Low Musicality (1)<br />
*Very Low Empathy (1)<br />
*Everything else: Average (5)<br />
<br />
'''Hero:'''<br />
*High Strength (20)<br />
*Superior Agility (--)<br />
*Very Low Recuperation (1)<br />
*Very Low Disease Resistance (1)<br />
*Very Low Creativity (1)<br />
*Very Low Musicality (1)<br />
*Very Low Empathy (1)<br />
*Everything else: Average (5)<br />
<br />
'''Demigod:'''<br />
*Superior Strength (--)<br />
*Superior Agility (--)<br />
*Superior Memory (--)<br />
*High Intuition (20)<br />
*Very Low Recuperation (1)<br />
*Very Low Disease Resistance (1)<br />
*Very Low Creativity (1)<br />
*Very Low Musicality (1)<br />
*Very Low Empathy (1)<br />
*Everything else: Average (5)<br />
<br />
<br />
Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is "DON'T get hit". Besides, resting heals all injuries regardless of Recuperation value. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is a convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.<br />
<br />
The concept of pain was revised in 43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and enemy alike) from passing out due to broken toe. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be "Superior" or "Superhuman" to be effective. Endurance can be increased easily by sprinting, swimming or practicing melee skills. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions. Increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in "Companions" section).<br />
<br />
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as a demigod.<br />
<br />
===Starting skills===<br />
All the distributions below have 1 to 4 leftover points. This is nothing to worry about, as skills can be easily improved and have no cap.<br />
<br />
Peasant:<br />
*Adequate Swimmer (7)<br />
*Competent dodger (8)<br />
*Novice reader (6)<br />
<br />
Hero:<br />
*Competent Swimmer (8)<br />
*Expert dodger (13)<br />
*Novice reader (6)<br />
<br />
Demigod:<br />
*Skilled Swimmer (9)<br />
*Master dodger (17)<br />
*Novice reader (6)<br />
<br />
Dodge skill is a must take at character creation, as it is one of the skills that cannot be leveled without putting yourself in harm's way. Same goes for Swimming. Any weapon skills are trainable in absolute safety, as will be described in the "Training" section. Reading, on the other hand, cannot be improved during regular play, and is only available for learning at starting skill selection screen, and must be taken in order to read books containing the secrets of Life and Death. Novice level reading skill allows you to read anything, there is no point in increasing it further.<br />
<br />
===Background and Gender===<br />
<br />
It is advised to start as a hearth-person, since your character will begin inside of the human fortress, close to weapons and armor stockpiles. Gender and deity worshiped are insignificant beyond aesthetics and roleplay. Of course, when building a killing machine of a character you'd most likely want him to worship a deity of war (or similar). But if you play as antman, gender is important.<br />
<br />
===Appearance===<br />
<br />
Visual facial features (e.g. long hair, lobed ears, etc.) bear little significance, and are there just for show. The constitution is what really matters - your character might be described as "tall", "having a broad body" or "corpulent/fat/having great sacks of lard" (common when starting as a peasant). Fat does not slow down, and will be burnt away as your character does anything that involves sweating (sprinting or fighting to name a few). Broad body allows wielding of 2-handed weapons in one hand.<br />
<br />
However, avoid "tall" or "having a broad body" traits. In my experience, adventurers with these tend to get hit more often than ones with an average build, and two-handed weapons are slow to ever use anyway. Press "r" or "f" to re-roll your character's appearance until it becomes to your liking.<br />
<br />
===Values and Personality===<br />
[[File:values4402.png|thumb|right|200px|Values and Emotions]]<br />
In DF2017, adventure mode has now implemented a complex personality system, akin to that of fortress mode. All those perks and traits that you've seen in Fortress mode (e.g. "He is prone to anger") are now present. This means your character will now have desires that need satisfying ''besides'' eating or sleeping. Just as fortress mode units do, adventurers will now want to think abstractly, need to socialize, desire to pray to deity, etc, all according to their (fully customizable) values and emotions (represented in green and teal respectively at character creation screen).<br />
<br />
<br />
<br />
<br />
Though it is not necessary to satisfy the aforementioned needs, meeting most of them applies the "Focused" status. A focused character will receive noticeable bonuses to all skill rolls, so it is definitely worth the effort. Additionally, satisfying ALL of the needs will grant "Focused!" status, that increases the bonuses even further.<br />
<br />
Furthermore, your character will have their own dream listed, based on the values you have specified. It is unknown at the moment what benefit fulfilling the dream will provide. Dreams can be easily changed (re-rolled) by simply pressing full customization "f" key, then immediately pressing it again.<br />
<br />
<br />
Your warlike adventurer naturally values (+++) (in order of appearance): power, truth, cunning, independence, stoicism, self-control, craftsmanship, martial prowess, skill, competition, perseverance and knowledge. At the same time, they despise (---) (also in order of appearance): nature, romance and peace while being mostly indifferent (N/A) to everything else. They dream of ruling the world (or becoming a legendary warrior).<br />
<br />
<br />
On the emotional plane, they never fall in love or lust, hate easily though not prone to anger, never give in to feelings of sadness or anxiety, impervious to stress, have calm demeanor, modest, strive for perfection, sometimes cruel, relentless, private to the point of paranoia, do not go out of their way to help others and fear nothing. <br />
<br />
<br />
The values and emotions from the screenshot above will provide your character with the following mindset:<br />
<br />
[[File:Mindset4402.PNG|thumb|center|600px|]]<br />
<br />
As seen in the above image, your warmongering adventurer will have a strong desire for crafting, training, practicing, learning, and staying busy. This is where the advantage of picking the values and emotions according to the instructions above start to show up: fighting anything will simultaneously satisfy four major needs (training, learning, battling, practicing) while crafting can be easily fulfilled by knapping (making sharp rock). This mindset is also optimized to eliminate almost-impossible or hard-to-satisfy needs, like "Eat good meal" and "Help somebody", allowing you to reach the "Focused!" state easily. More on satisfying the needs will be explained in the "Needs and Focus" section.<br />
<br />
Take into account that you will not be able to EVER see this description (except list of needs) again during the regular gameplay. It is only available during the character creation stage, so it is in your interests to make a screenshot and save it.<br />
<br />
===Finalizing the character===<br />
<br />
The Values and personality screen is the last obstacle that separates you from starting the game. Press Enter to begin the adventure.<br />
<br />
=Early Game=<br />
<br />
If you have followed all the instructions so far, your character will begin inside the human fortress. His/her starting items will depend on the civilization you've chosen, however, all adventurers start with: <br />
<br />
*A large copper [[DF2014:Dagger|dagger]]<br />
*A copper [[DF2014:Spear|spear]]<br />
*A [[DF2014:Flask|waterskin]] with 3 units of water<br />
*A [[DF2014:Equipment#Backpacks|backpack]]<br />
*5 units of random foodstuffs<br />
<br />
<br />
==Immediate actions==<br />
<br />
The moment you spawn in the world, the following must be carried out immediately: ['''R''']emove your starting waterskin and ['''D''']rop it. I cannot stress this enough - it is absolutely, astonishingly useless, being able to fit only 3 units of water when your character needs to drink every 2-3 hours. Next, look around for soldiers of the fortress and recruit one of them as a companion. Afterwards, search around the fortress and pick up the following items:<br />
<br />
*Any 2 bags (chuck out anything that might have been inside)<br />
*Full set of armor (Helm, mail shirt, breastplate, gauntlets, greaves, high boots, shield/buckler. These can be of any material for the time being.<br />
*An axe and a warhammer. These can be of any material or 2-handed for the time being. If there are training versions of axe or spear, take those as well.<br />
*A pike and a whip/scourge (optionally, if there are any available)<br />
*5-10 copper or silver bolts<br />
<br />
Some fortresses might be under-stocked and lack some items from this list. In this case, fast travel to another fort and search again.<br />
[[File:berrybag.png|thumb|right|200px|Berry bags are common in human villages]]<br />
After you got your gear together, equip the armor and a spear (without shield). Travel to the nearest river and fill (I) one of your empty bags with water. This will result in a container with 100 water units - more than enough for a long journey, even though you will be amazed how fast it will disappear. <br />
<br />
To follow up, go to the nearby village and search in the peasants' houses for fisher/prickle berry/strawberry bags. All human civs start with fisher berries, so a village is guaranteed to have some. Usually, these bags contain multiple stacks of 20 to 100 berries. As soon as you've found one, drop your starting [5]stack food and pick the largest stack of berries. [P]ut it inside of your second bag.<br />
<br />
<br />
Your inventory should look similar to what is shown on the image below:<br />
[[File:Startinginv.png|thumb|center|600px|All set, with a lucky find!]]<br />
<br />
<br />
Now you are armored and armed, alongside a companion with plenty of food and drink. While still quite far from being combat-worthy, your character is now ready for training.<br />
<br />
==Training==<br />
<br />
At this stage, you are going to train your character's offensive and defensive skills. Even though they can be trained in any order, I suggest that you learn how to defend yourself first. However, it is completely up to you, and whatever training "facilities" you might have. When training, ask your companion to wait nearby - he/she will not interfere with your training. This way, you will have a backup handy. However, '''waiting companions will not defend you''' if training gets out of control or something hostile comes your way. You must ask the companion to follow you for him/her to help you in fights again.<br />
<br />
It is very important that you don't train while Tired. Otherwise, what seemed like a mock fight can take a wrong turn and lead to injury, missing teeth, or worse. If at any point of training your character becomes tired, drop whatever you were doing, retreat, rest. And only then continue.<br />
<br />
NOTE: Subsequent instructions include a lot of tedious button presses. To make your training experience more comfortable, it is advised that you install the amazing key shortcut tool "AutoHotkey", available free of charge. It is a wonderful utility that will make a lengthy combination into a matter of a single key press, which counts when typing Aa*gzua repeated 30 times, for example. Quickstart guide for AutoHotkey (along with an example script) can be found under "Tools" section. I personally do not consider this cheating in any way - it is a simple timesaver. By sticking to "hardcore style" button mashing you are not raising the challenge - you're introducing a handicap.<br />
<br />
===Defensive training===<br />
<br />
<br />
The Defensive skill tree is comprised of Dodging and Shield User. These two are crucial to survival, they protect better than any armor, as both completely nullify ANY incoming damage, while armor does not. Armor user skill simply reduces speed penalty associated with wearing armor and is considered quasi-defensive.<br />
<br />
*Any attack except breath/webs/dust attacks can be dodged. On a successful dodge all damage is nullified.<br />
*Any attack except dust/webs/wrestling grabs can be blocked. On a successful block all damage is nullified.<br />
<br />
A punch from a [[DF2014:Bronze colossus|bronze colossus]] that can turn any armored human into paste is rendered completely harmless when blocked or dodged. Considering that around the middle stages of the game you will encounter enemies much more fearsome than a colossus, this makes Dodging and Shield User invaluable.<br />
<br />
'''Method:'''<br />
*1.Find a small animal<br />
*2.Grab it<br />
*3.Let it attack you<br />
*4.Train until Legendary<br />
<br />
'''Explanation:'''<br />
<br />
Make sure you have a weapon and a shield drawn. Prepare by placing your weapon in a backpack, then remove the said backpack and drop it somewhere you can remember. This will free you of unnecessary load. <br />
Begin by finding a small animal - a [[cavy] makes a good choice, as do [[DF2014:Horseshoe crab|horseshoe crabs]], [[DF2014:Duck|ducks]], [[DF2014:Blue peafowl|peacocks]], [[DF2014:Turkey|turkeys]], etc. Catch up to the animal and grab it with your free hand. Now, simply spam the "Wait 10 ticks" button [.] and you will gain dodging/armor user/shield user experience as an animal you're holding attacks you. To gain shield user experience faster, manually block the incoming attacks with the shield. <br />
<br />
If the animal you were holding passes out from exhaustion, simply wait, then repeat the above routine. Repeat until Legendary in all three skills.<br />
<br />
Be aware that though your "animal training companion" is small, even a cat or a duck possesses enough force to scratch teeth out or stun with a well-placed bite to the head, right through the helmet! Make sure your character is not tired prior to training.<br />
<br />
*AUTOHOTKEY: Using '''*1::Send, .''' script will let you hold down [1] to continuously wait, instead of spamming the [.] wait button<br />
*AUTOHOTKEY: Using '''*2::Send, Aca''' script will make you instantly block an attack with your shield the moment you press [2]. Combined with [.], you can spam these two keys one after another to level Shield User very quickly.<br />
<br />
===Offensive training===<br />
<br />
Every skill that directly harms the enemy is a part of the Offensive skill tree. This includes: any weapon mastery, Improvised weapons skill (misc. object user), wrestling and throwing.<br />
The majority of your targets will be dispatched with weapon strikes, some with unarmed strikes and wrestling and in certain cases, by having a heavy/sharp object flung at them. Hence, your character must learn to handle 3 weapon types (at least), punching/kicking, wrestling and throwing. Optionally, misc. object user is recommended, as this skill determines the hit rate (and damage) when bashing with a shield.<br />
<br />
By this time, you should have the gear as instructed earlier in "Immediate Actions" section. Make no mistake, ensure you have all the necessary equipment! The method of training is as such:<br />
<br />
*1.Find a horse<br />
*2.Knock it unconscious<br />
*3.Blind it<br />
*4.Wait for it to regain consciousness<br />
*5.Train until Legendary<br />
<br />
'''Explanation:'''<br />
[[File:pastures.png|thumb|right|200px|Fast travel map with pastures highlighted]]'''<br />
*Similar to the defensive training, you will have to find an "animal training companion" first. Any human village has special "Pasture" areas around it. They are distinctively marked as green squares on the fast travel map. Roam around these until you find some with cattle present. Horses make one of the best animals to train your weapon skills on, as they are common around pastures and can take a lot of damage. Sometimes, there will be llamas or cows present - those suffice as well.<br />
<br />
*As you have found a pasture spot with animals, memorize its location on the fast travel map. Remove your backpack and drop it there - it will be your training location for quite some time. <br />
Next, take out the axe or a spear you have. Enter the [S]neaking mode and approach a horse. Use [A]ttacking menu and look for an Easy/Solid strike on legs/tail of the horse. You might have to approach it from multiple sides to find one. As soon as you have found an opening, stab the horse in the leg. If your strike connects, the horse will now have reduced movespeed, allowing to easily pursue it and stab another leg to bring the horse to the ground.<br />
<br />
[[File:geld.png|thumb|right|200px|Sometimes even wooden weapons are dangerous]]<br />
*From now on, you have to disable the horse, so it cannot move or attack (when enraged). An Enraged horse will make quick work of an inexperienced adventurer, often biting (or wrestling!) the unfortunate to death by breaking all their bones. Hence, proceed to bashing both of its eyes with the shaft (or flat of the axe), then punch the teeth out. Finally,chop off all hooves. Wait around until horse regains consciousness if it passed out. Use ['''S''']neak mode to confirm that it has been blinded - if the usual cone of vision is not shown, it has. A blind animal cannot see you (obviously), and it does not run away from what it cannot see. Also, it stops the horse from attacking you when enraged, but '''only''' when you are '''not standing on the same tile as the enraged horse'''.<br />
<br />
*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden (training) weapons are perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''"Slap flat"''' for axe or '''"Shaft bash"''' for spear. <br />
<br />
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.<br />
<br />
*Warhammer training is a bit tricky, as there are no training versions, and the weapon itself has only one attack (bash), which is deadly. A solution is to repeatedly bash the eye or mouth of your training dummy - doing so will provide experience without killing your "training companion", and it works with all other weapons too. Sometimes, your character might accidentally hit the horse's head when targeting the eye due to lack of skill. If the outcome is lethal, simply make another horse into the training dummy and repeat. '''Horses do respawn at pastures''' when you wait, sleep or leave the area in fast travel. This means, if you accidentally happened to kill all the animals, simply leave and return for a new batch. Alternatively, use a wooden crossbow. For the purpose of melee, crossbows qualify as hammers.<br />
<br />
Training misc. object user is, perhaps, the easiest. Take out one unit of food that you have (e.g. 'Fisher berry'). Then repeatedly strike the training dummy with the said food unit - the attacks are 100% non-lethal yet yield misc. object user experience. If you feel that berry-bashing is not in the spirit of shield-bashing you're going to use this skill for, feel free to find any other round lightweight object that is not a weapon and use it instead. Wooden buckets, crutches and splints are all perfect for this role.<br />
<br />
'''Throwing''' experience doesn't require a training dummy and can be gained by throwing dirt or small stones. It's an essential skill that MUST be at legendary. Find a square that has "Small Rock" available in the [G]et menu, then use AutoHotkey to pick up stones and [T]hrow them instantly: <br />
<br />
*AUTOHOTKEY: Use (w/o quotes) "3::Send, g<letter of stone pickup>" to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.<br />
*AUTOHOTKEY: Use (w/o quotes) "4::Send,t<letter of stone in your inventory>{Up}{Enter}" to throw the stone north.<br />
*AUTOHOTKEY: Use (w/o quotes) "5::Send, Aaba" to repeatedly attack lower body with whatever you have equipped in your right hand<br />
<br />
====Crucial concepts====<br />
<br />
An attack in Adventure Mode consists of three stages: 1 - Starting 2 - Hit 3 - Recovery time. Just like in real life, a swing with a weapon in DF has a wind-up time, the moment of actual contact with the target and an afterswing recovery. Therefore, attack speed is defined by these (except Hit stage, which seems to always be 1 tick long). The shorter the Starting and Recovery times, the faster the attack speed.<br />
<br />
*'''[[Time#Breakdown|Tick]]''' - 1 second of in-game time, equivalent of one press of the [,] key. To draw parallels with in-game actions, standing up/lying down takes almost 1 full tick.<br />
<br />
*'''Starting''' - - the amount of time (in ticks) a character is effectively shut down when winding up for any combat action (striking, shooting, wrestling, throwing, blocking, dodging). You cannot control the character during starting time. Needless to say, it gives an opponent time to evade the attack or even sneak in his own strike, and must be minimized at all costs. Precise and Heavy attack types have huge starting times, while Quick attacks have very short amount.<br />
<br />
*'''Hit''' - the moment attack connects or misses the target. Always 1 tick long (fully discrete).<br />
<br />
*'''Recovery Time''' - the amount of time (in ticks) a character is effectively shut down after any combat action (striking, shooting, wrestling, throwing, blocking, dodging). You cannot control the character during recovery time. Needless to say, it leaves you completely at the mercy of the opponent, and must be minimized at all costs. Ranged weapons (bows, crossbows) have HUGE recovery time after firing, so avoid like plague. Any and all entities capable of attacking have recovery time associated, indicated by "Recovering from attacking X' when targeted.<br />
<br />
*'''Quick wait''' - the [,] key. Waits for one tick, as opposed to normal wait [.], that takes 10 ticks. Allows you to better manage the timings of battle against fast opponents. <br />
<br />
*'''Enrage''' - sometimes a combatant might become enraged after getting hit (indicated by flashing red exclamation mark). This is equivalent to the berserking in fort mode, but not permanent. Any enraged creature will have its strength, pain threshold and resolve boosted, which removes any fear/shock status and sends it into relentless melee. You might find, that weaker foes who flee at the first signs of combat can be transformed into killing machines by Enrage, so avoid Enraged enemies if possible until they calm down.<br />
<br />
====Attack modes and when to use them====<br />
<br />
Quick, Heavy, Wild, Precise, Charge and Multi-attack.[[File:Attack_types.png|thumb|right|200px|Attack modes]] <br />
<br />
*'''Quick attack''' - use all the time, as it greatly reduces recovery time. Strength gain of your adventurer will minimize the damage losses to the meaningless minimum in no time.<br />
<br />
*Using the '''"multi-attack"''' [z] option in the menu effectively lets you strike on the move, hitting enemy while simultaneously evading his attack, or even an attack from another combatant. After selecting the attack type, enter the [A]ttack menu again, then Dodge away from the target. This technique is invaluable when fighting a crowd or a dangerous/prone to charge opponent. Always use vs. wrestlers. Press the quick wait [,] button to perform actions instead of regular wait to minimize recovery time. "Float like a butterfly, sting like a megabeast".<br />
<br />
*'''Heavy attack, Wild Attack, Charge attack''' - Never use on their own. This means '''NEVER'''. Both heavy and wild have ridiculous recovery times and dubious benefits, and charging is best performed by moving into your opponent while having your [C]ombat preference set to "Always Charge". However, Heavy attack has a use when combined with the next attack type: the Precise attack.<br />
<br />
*'''Precise attack''' - at first glance, it might seem to belong in the above category of "never use". After all, the legendary weapon skill results in one-hit kill most of the times. That is until you come upon huge, extremely well armored, thick-skinned and legendary dodger enemies (and you will). Those adversaries will dodge well above 80% of your attacks, and those that land will either glance off, or cut skin/fat at best. This is where precise attack comes into play, and will win otherwise hopeless battle. It has the same enormous recovery time, so before striking make sure enemy is preoccupied with something else (attacking your companion for example). Then deliver '''Heavy Precise stab''' to the head with your best spear.<br />
<br />
====Finishing off the unconscious====<br />
<br />
Many times a situation will come, where an opponent you've just fought has passed out and you have other enemies around to fight. Finishing off the armored or thick-skinned with a headshot can require more than one strike, and sometimes you just can't afford it. Note, that even with the heavy spine and lung damage tough enemies still have a good chance of waking up and crawling after you.<br />
<br />
In this case, target the throat. Torn major artery will guarantee the victim will bleed out before regaining consciousness, thus letting you move on to next target immediately. It's in your best interest to make sure that they die while unconscious.<br />
<br />
Finishing off unconscious armored opponents: [Q]uick kick the throat. Kick bypasses the armor protection. Alternatively, [Q]uick strike with blunt weapon.<br />
Finishing off unconscious thick-skinned opponents: [Q]uick stab the throat.<br />
<br />
====On Charging====<br />
<br />
A Charge attack, when successful, will result in a prone and stunned opponent, a failed charge will stun the attacker instead.<br />
<br />
Needless to say, charging is a great crowd control tool and will turn the tide of the battle. Hence,mastering it is crucial. Execute charges by first changing the [C]ombat preference to "Always charge", then moving into your opponent. Do NOT use "charge attack" mode from [A]ttack menu! After knocking down the enemy, deliver a quick blow to the vitals or legs to keep it down and charge down another enemy in case you are outnumbered. This way, you will control the mob and prevent yourself from being overrun. Don't forget to change [C]ombat preference back to "Never charge" after a fight.<br />
<br />
Size matters! Charging an elephant is as bad of an idea as it is in real life. Charging targets of the same size is a gamble, but odds generally favour the charger. Consider charging enemies with lower size and, preferably, lower strength. If you were following the guide so far, your adventurer will have no problem trampling most human/dwarf sized opponent in the world. <br />
<br />
*Charge liberally vs: bandits, wolves, goblin raiders and elves. <br />
*Charge carefully: enemies of your race/size marked as being "Tall" or "Muscular" (e.g. "Muscular bandit). <br />
*Never charge: ANY undead, inorganic monsters, creatures of the night and anything larger than yourself. If it has "giant" in its name, it probably is.<br />
<br />
Remember, charging is best performed by moving into your opponent while having your [C]ombat preference set to "Always Charge".<br />
<br />
===Weapons===<br />
<br />
In brief: your core weapons of choice must invariably be Spear, Axe and Warhammer.<br />
<br />
====Weapons you must have====<br />
<br />
Any adventurer worth his dwarfbuck MUST master '''Spear, Axe and Warhammer'''. All creatures in the game can be killed by at least one of these weapons.<br />
<br />
'''Spear'''<br />
<br />
*Best vs: Wild animals, organic megabeasts, organic humanoids<br />
*Worst vs: inorganic enemies<br />
<br />
High armor and tissue penetration values, fast speed, widespread availability. Stab attacks are lethal to any organic enemy: be it a goblin or a dragon, a pierced brain is a sure death. It is the weapon of choice of the beasthunter and demonslayer alike, a first weapon of choice for fighting huge organic enemies (except blobs). Against humanoids, it is capable of piercing breastplates and chipping bones, which leads to unconsciousness due to pain (that is an instant death sentence). Stabs against armor or an enemy made out of superior material (e.g. copper spear vs steel) glance off harmlessly most of the time, so material is crucial to the performance of the spear. It also tends to get stuck in the body of the target quite often.<br />
<br />
However, a spear is ineffective against targets with little or no vital organs (i.e. blobs, sponges) and is useless against inorganic enemies (i.e. made out of stone, metal, glass), as those have no organs whatsoever. For those situations, use the next weapon on the list, the axe.<br />
<br />
'''Axe'''<br />
*Best vs: Wild animals, humanoids, night creatures, undead, inorganic enemies.<br />
*Worst vs: Large animals, Megabeasts or enemies of comparable size.<br />
<br />
A truly universal weapon, an axe is amazingly effective against most foes, organic or not. The ultimate strength of the "hack" attack comes in its ability to incapacitate and kill targets immune to pain or organ damage, lop off limbs, and even cleave entire bodies asunder. A swift hack to the feet will bring down kobold and bronze colossus alike, creating an opening for a strike to the head. The best weapon against zombies, the axe also has a "slap flat" blunt crushing attack to finish a grounded zombie off without switching to the warhammer. As with the spear, the material an axe is made out of is crucial to its performance. <br />
<br />
Otherwise, the effectiveness of the axe diminishes as the target's size increases. Against large animals (such as a rhino or elephant) hacking only cuts fat/skin/muscle without doing lethal damage. The limbs of huge enemies are much thicker, and hence are much harder to chop off, often requiring way too many strikes. Against better-armored or clothed gigantic targets (i.e. demons) an axe is worthless. Use the spear should you encounter these.<br />
<br />
'''Warhammer'''<br />
<br />
*Best vs: Humanoids and armored targets.<br />
*Worst vs: Inorganic large creatures.<br />
<br />
Unanimously considered the deadliest weapon against humanoids, the warhammer becomes an even more viable choice with the ability to pulp, crush (and the bleeding from pulping) of body parts. Your adversary might wear a full artifact adamantine armor set, and it will not save him from having bones broken right through it by the "bash" attack. A warhammer ignores any and all armor foes might wear. Additionally, the pulping damage stacks, so with some patience, it is possible to maul even the (organic) megabeasts to death. The warhammer is also the easiest weapon to make, with copper being one of the best materials for production, due to its density.<br />
<br />
Unfortunately, the warhammer suffers from the same problem as the battle axe - reduced combat yields against large targets. Also, attacks will glance off inorganic enemies made out of high-grade materials (e.g. steel colossus).<br />
<br />
====Optional weapons====<br />
<br />
'''Pike'''<br />
<br />
*Best vs: Wild animals, organic megabeasts, humanoids.<br />
*Worst vs: Inorganic enemies<br />
<br />
A buffed spear on steroids, pike has even greater penetration value, meaning it pierces armour and thick tissues like paper. Undoubtedly the best weapon against large animals (elephant, rhino, hippo) and a good pick against organic megabeasts. However, as any 2handed weapon it is slower than spear, meaning your enemy might sneak in an attack before you do, which limits its use for predominantly hunting big game.<br />
<br />
The biggest drawback of the pike is its inability to be manufactured by dwarves in fortress mode. This limits your selection to whatever you can find in the world. Though, with enough luck you might be able to come across masterwork iron pike, however, this is as good as it can get - steel (and better) pikes are nonexistent in vanilla game.<br />
<br />
If you happen to be born under a particularly lucky star, a moody dwarf can sometimes produce an artifact pike from whatever metals you might have in the fort, including adamantine. But if that is the case, what are you doing here? Get to those lottery tickets numbers pronto!<br />
<br />
'''Halberd'''<br />
<br />
*Best vs: Wild animals, humanoids, night creatures, undead, inorganic enemies.<br />
*Worst vs: Large animals, Megabeasts or enemies of comparable size. <br />
<br />
Halberds are essentially hybrid version of the axe with much greater slashing potential (in fact greatest of all weapons), as well as an additional stab attack. This makes halberds fare better against enemies axe is weak against, as well as making bisecting easy. However, it is still ill-advised to use it versus extremely large creatures. <br />
<br />
The downsides come in a form of halberds being 2-handed, as well as being foreign weapons, meaning dwarves cannot manufacture them. As any 2handed weapon it is slower tan its 1h equivalent, meaning your enemy might sneak in an attack before you do. Inability to equip a shield can be a serious downside, though not as serious as lack of high-quality halberds. Thus, your selection is limited to whatever you can find in human fortresses. Bandit ringleaders sometimes wield masterwork weapons, which can turn out to be a halberd.<br />
<br />
If you happen to be born under a particularly lucky star, a moody dwarf can sometimes produce an artifact-quality halberd from whatever metals you might have in the fort, including adamantine. But if that is the case, what are you doing here? Get to the scratching cards pronto!<br />
<br />
'''Whip and Scourge'''<br />
<br />
*Best vs: Everything<br />
*Worst vs: Nothing<br />
<br />
[[DF2014:Whip|Whip]] and [[DF2014:Scourge|Scourge]] are examples of one of the many bugs of Dwarf fortress. Basically, these act as blunt weapons, but have penetration values that of a lightsaber, being able to slice through any armor or thickness of flesh. A copper whip can chip a bone through steel, adamantine, demon skin and dragon scale. Altogether. It is also effective against inorganic enemies, chipping their body material and accumulating the damage that will eventually bring down anything. <br />
<br />
In the preamble to this guide I have mentioned not abusing glitches, and this is one of them. Do not use these weapons if you are looking for a reasonable challenge. Though it can be argued, that whips are somewhat less effective against enemies immune to pain.<br />
<br />
====ABSOLUTE BEST====<br />
<br />
This is a list of the best weapons you can possibly have (without exploiting) to give you something to aspire to. While some are impractically difficult to acquire, it is possible to manufacture them in fortress mode with creative resource management.<br />
<br />
*'''AXE:''' Artifact-quality adamantine battle axe, coated with paralyzing FB dust.<br />
*'''SPEAR:''' Artifact-quality adamantine spear, coated with paralyzing FB dust.<br />
*'''WARHAMMER:''' Artifact-quality platinum warhammer, coated with necrosis inducing FB dust. Best blunt weapon you can ever get, period.<br />
<br />
'''''Legendary:'''''<br />
<br />
*'''PIKE:''' Artifact-quality adamantine pike, coated with paralyzing FB dust. Best piercing weapon you can ever get, period.<br />
*'''HALBERD:''' Artifact-quality adamantine halberd coated with paralyzing FB dust. Best slashing weapon you can ever get, period.<br />
*'''WHIP''' Artifact-quality slade whip, coated with necrosis-inducing FB dust. Absolutely best weapon.<br />
<br />
====Weapons to avoid====<br />
<br />
*'''Mace''' - warhammer is better in almost every aspect<br />
*'''Sword''' - Lower penetration value than spear, less limb-hacking potential than axe and astonishingly useless slap attack, more fit to squishing mosquitoes. But adamantine and/or artifact can be useful, if you have no better spear and axe. <br />
*'''Most of 2h weapons''' - these are slower, come in poor quality and rob you of opportunity to use shield (which is huge). Broad body adventurers can equip them in one hand, but unless you have an artifact produced by your fortress, 2-handed weapons' quality and material will be way below their 1-handed counterparts. <br />
*'''Ranged weapons''' - Some weapons are simply least effective, some are plain bad, but none are actually as dangerous to '''their user''' as bow and crossbow get. After taking a shot (which, by the way, cannot be aimed at a particular body part), your character will be stuck in place for about 20-40 [[Time#Breakdown|ticks]], unable to move, fight or in fact, unable to do anything. Maybe it was implemented to simulate reloading, but in any case, it leaves you vulnerable, very vulnerable. To add insult to injury, ammunition is dreadfully heavy, with as much as 10 bolts enough to slow down "high" strength character. And 10 is rarely enough to bring anything substantial down. If you want a ranged attack, throw bolts/arrows instead.<br />
<br />
====Dual-wielding====<br />
<br />
Having a weapon in each hand does not allow you to strike with both at the same time, not even when using multi-attack (attacks are executed consecutively, one after another). At most, it will spare you the effort of one key press if one of those weapons will get stuck in target's body. This gimmick comes with a huge cost of not being able to block. As such, dual-wielding is useless.<br />
<br />
====Sheathing====<br />
<br />
The {{k|q}} key lets you strap your weapon and/or shield to your back. Use it to free your hands for wrestling, climbing or equipping a different weapon/shield. You can have an infinite amount of items sheathed. [r]emove key can be used to retrieve sheathed items.<br />
<br />
===Unarmed combat===<br />
<br />
[[Kisat Dur]]: http://www.bay12forums.com/smf/index.php?topic=148015.0 A lot of the techniques described there are applicable to armed combat as well. Just don't try taking down bronze colossus with it.<br />
<br />
===Stamina management===<br />
<br />
Any combat action (including dodging) consumes stamina. Prolonged fighting can lead to your character getting tired, while further pushing the tired character will lead to exhaustion and passing out.<br />
<br />
A tired adventurer has ALL skill levels cut in half, as well as suffering a movespeed penalty. In a major fight, this means imminent death without other options. <br />
<br />
To avoid getting tired:<br />
*1. Control your movespeed. The faster your current movespeed is, the faster your character will react, which simply means less overall recovery time. While undoubtedly useful, this trades stamina for speed, and must be carefully considered. The stamina drain depends not on the gait type (walk, jog, sprint), but on the ''actual speed'' your character is moving. E.g. a human sprinting at 4.000 speed will get tired much faster than dwarf sprinting at 2.000 speed. Use sprint to quickly close in on a nearby target, then use Run if you need to chase further. Avoid chases with sprint mid-fight, when there are other opponents around. <br />
*2. Drop your backpack before running into fights, even if it doesn't slow you down. Once tired, the small movespeed penalties caused by extra weight will take full effect. These are so small, they are not even visible on the speedometer for fresh characters, but ''will'' show up on tired ones.<br />
*3. If you need to move 1 cell away from your opponent, use the "Dodge" option from the combat interface. It will drain MUCH less stamina than sprinting for 1 cell.<br />
*4. You can jump to restore your stamina. Note, that jumping is much slower than running, and your enemy will likely catch up.<br />
*5. Avoid tiring yourself by swinging too much. If you cannot pierce enemy armour, either find ways around it (blows to the neck, blunt weapons, wrestling, pikes) or retreat.<br />
*5. Once you've achieved legendary in all necessary skills and superior in all attributes, you can become Necromancer to receive unlimited stamina.<br />
<br />
===Needs and Focus===<br />
<br />
You've honed your character's body. It is essential that you hone their spirit next. Any adventurer will benefit from a ''Focused'' mind, therefore, you must learn how to reach this state, or at least avoid being ''Distracted''. Since it is done to prepare for battles, reaching "Focused!" state will be referred to as "Meditation" in this guide from now on.<br />
<br />
If you have followed the instruction from "Values and personality" section, your character would now have the following needs:<br />
*1. Stay occupied - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.<br />
*2. Excitement - fulfilled by fighting or brawling. It does not matter what you fight, hence, all you need is to find a cat and kick it once.<br />
*3. Cause trouble - fulfilled by pressing an argument. Talk to anyone friendly, pick "state your values" from dialogue options, and state some nuances that will prompt an argument (e.g. "Nuances of law"). Press the argument once, and you will have the need satisfied, alongside the "Argue" need.<br />
*4. Learn something - fulfilled by practicing any skill/craft or reading a book concerning something (E.g. Essay concerning the hamlet Braidedgrasped) or on a scientific subject (e.g. Essay on Fluid statics). These books are commonly found in the world, being held by scholars who are willing to trade them away.<br />
*5. Craft object - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this. Doing this also fulfills 'be creative' and 'stay occupied' . <br />
*6. Martial training - fulfilled by practicing any combat skill. Easily satisfied by shooting a bow/crossbow once or yet again, kicking a cat. Note, that Thrower and Misc. Object user do not count as combat skills for this purpose. <br />
*7. Be creative - - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.<br />
*8. Fight - fulfilled by fighting or brawling. It does not matter what you fight, hence, all you need is to find a cat and kick it once.<br />
*9. Argue - fulfilled by pressing an argument. Talk to anyone friendly, pick "state your values" from dialogue options, and state some nuances that will prompt an argument (e.g. "Nuances of law"). Press the argument once, and you will have the need satisfied, alongside the "Cause trouble" need.<br />
*10. Think abstractly - fulfilled by reading ANY book or scroll. These are commonly found in the world, being held by scholars or, in case of scrolls, sometimes lying around at fortresses.<br />
*11. Hear eloquence - fulfilled by reciting a poem. Begin a performance and recite any poem your character knows. If you do not know any (highly unlikely), you can learn poems by reading books (containing poetry), or listening to bards at taverns, but the odds of the character knowing no poems at all are slim.<br />
*12. Practice skill - fulfilled by practicing ANY skill, but easier to satisfy by knapping or bone carving.<br />
<br />
Some of the needs are impossible, or very hard to fulfill. Avoid at all costs:<br />
*Eat good meal - cannot be satisfied, period.<br />
*Help somebody - fulfilled only by rescuing children from dark fortresses. Aside from being excruciatingly tedious, it will hog all your play time due to massive FPS slowdown that occurs at goblin sites.<br />
*Make romance - cannot be fulfilled for adventurers, period.<br />
*Acquire object - very tedious to fulfill, as you will need to trade (not barter!) or demand an item (never ends well).<br />
*Being with family/Being with friends - cannot be satisfied, period.<br />
*Take it easy - cannot be satisfied, period.<br />
*See a great beast - cannot be satisfied, period.<br />
<br />
Therefore, your average "Pre-combat meditation" will consist of knapping, reciting a poem, arguing with a friend, reading, and kicking a small animal.<br />
<br />
===F.A.Q===<br />
*Q:Best starting weapon? A: Battleaxe, Spear, Warhammer. Must be legendary in all three.<br />
*Q:Can I dual wield? It sounds cool, but is it practical? A: Dual-wielding is useless compared to weapon+shield combo. Do not dual-wield.<br />
*Q:How do I fight a crowd? A: Step one: bring 2+ companions. Step two: Fight one foe at a time, use charge attacks when applicable. Step three: Target the least armored first. Watch your stamina.<br />
*Q:Can I charge X? What is the rule of thumb for charging? A:Is it bigger than yourself? Yes: Do not charge. No: charge!<br />
*Q:Who do I target first in a fight vs. multiple opponents. A: Single out the least skilled/armed/armored opponent (e.g. Bandit recruit) and focus on him. Besides having one less enemy, chances are, after seeing him die, others will have their morale broken.<br />
*Q:What part of an enemy do I target first in combat? A: Prioritize feet/legs unless you are absolutely sure you can deliver a one-hit kill blow to the head.<br />
*Q:Enemy armour deflects my blows to the head, what do I do? A: Cripple the enemy with a blow to the legs, then target neck. Neck often has lesser protection when compared to the head. Using blunt weapon will improve your chances.<br />
*Q:Best weapon for maiming opponents? A: Battleaxe and spear will do best in 95% of cases, target feet. Use warhammer against heavy armour.<br />
*Q:I have ran out of stamina amidst a fight, and is tired/exert. what to do? A: [J]ump away from combat and let your companions hold while you regain your breath. Jumping does not consume stamina.<br />
*Q:I am attacked by a [[DF2014:Night creature|night creature]], how do I fight? A: As with many other humanoids, target the legs (and wings, if it has any). After hitting the ground, the night creature cannot charge you, making the battle significantly easier. Note that many of the night creatures are almost as fast on the ground as they are on their feet.<br />
*Q:My companions run at the very sight of an enemy! How do I make them fight? A: As any other creature, companions are affected by Discipline skill. The only way to raise it is to fight more, or train the companions beforehand, though even high-discipline NPCs might flee before megabeasts or night creatures. <br />
*Q: I have accidentally hit my companion and he/she turned against me! How do I win him/her back? A:If enemies are around, let it go and don't help the rebel until enemies are no more or you have fled. Otherwise, using wrestling, grab their throat. Choke until companion passes out. Take away their weapon, gouge both eyes out and wait for them to wake up. Afterwards, start grabbing limbs in a lock and breaking them. Gouge cheeks/lips to further drive the point that you want to make peace. After a few rounds of wrestling torture, the insubordinate will break, and attempt to run. This is where you [T]alk to the rebel wannabe and ask to cease the hostilities. With a very high chance, he/she will agree and become benign. Speak to the ex-companion again and recruit back. Eyes and limbs will fully heal after rest.<br />
*Q:I ended up on the ground, what do I do? A: Granted you can still walk, change your [S]peed to "Scramble" and then [s]tand up. <br />
*Q: Odds are not in my favour. How do I escape? A: [D]rop the heavy items and flee at top speed - life is dearer than *Iron spear*. Run just enough to lose sight of the enemy, then fast travel away.<br />
<br />
===Finalizing the training===<br />
<br />
Repeat the training process until legendary in all necessary disciplines: Dodging, Shield user, Armor user, Axe, Spear, Warhammer, Pike, Wrestling, Striking, Kicking, Throwing. Additionally, you will end up with legendary Fighter-Archer skills as well as greatly increased strength, agility, endurance, focus and willpower.<br />
<br />
At this point, you have the gear, body and skills to shift the battle scales heavily in your favor. Now, it is time to venture onward and leave a mark in the world!<br />
<br />
=Mid Game=<br />
<br />
The majority of your character's life, adventures and heroic deeds will happen here, in the mid-game.<br />
<br />
==First steps in a big world==<br />
<br />
You've finalized your training. Now, you have to finalize your gear. If all you have at the moment is copper, you must travel around and visit every fortress in the human settlements until you have at least full set of bronze armour, bronze battle axe, bronze spear and copper/silver warhammer. Shields, however, are best left copper due to copper's higher density and hence, higher weight behind a shield bash. Besides, it is much easier to find masterwork copper buckler/shield than it is to find masterwork iron.<br />
<br />
* Dwarves residing in hillocks or human towns sometimes possess steel equipment (albeit of low quality). If there's a town or many dwarven settlements around, it is worth your time to travel to the largest ones and [L]ook at dwarves' inventories. Dwarf militiamen have a chance to have steel weapons, and are willing to part with them for a wealth of other items in exchange. This is the only way to obtain steel gear at this point of your career without starting a dwarf fortress yourself. To trade with non-merchants, use "Exchange personal items" talk menu.<br />
<br />
Ensure you have a full set (armor+weapons) of bronze or above. Next, recruit another companion for a total of two. Now your adventurer is ready for questing.<br />
<br />
===Early quests===<br />
<br />
(The method below utilizes the "rumors" system, which allows you to be a freewheeling adventurer who lets the stories of your renown build your reputation through word-of-mouth. If you prefer the more traditional RPG model of getting a specific quest assignment from a leader whom you can report back to, see the [[Quest#Agreements|Agreements]] section of the [[quest]] page for more information.)<br />
<br />
Travel to any human fortress and look for a lord/lady. Talk to the noble, introduce yourself and inquire about troubles, choosing "Tell me about bandits" option. With almost 100% chance, you will be told of a bandits' camp nearby. Note that it has to be stopped with violent force and ask for directions there. At that moment, you will have the location of the camp added to your [Q]uest journal under "Sites" tab.<br />
<br />
Make your way to the campsite. As ringleaders are always notable figures, look for a bandit with a flashing icon. Once located, swiftly dispatch the brigand leader with the techniques you've practiced during training. You will most likely be able to cripple the legs and behead in two [Q]uick hacks with an axe. Seeing their chief die, most other bandits will become demoralized and either run or freeze in fear. With help from your companions, dispatching the rest won't be difficult.<br />
<br />
Rinse, repeat. Complete at least 3 bandit hunt quests, make sure to report (turn in) your success, and you will be revered as a brave protector of the defenseless. These are but the first steps in building your reputation. <br />
<br />
====Trophies====<br />
<br />
Make sure to get a trophy from your significant kills! If the target was decapitated, take the head. If not (e.g. pierced brain), butcher the corpse and take the skull/chitin. This will let you remember the name of the kill when you turn it in to the quest giver as well as being (in case of megabeast skulls) a great adornment for pedestals. Additionally, bite ears off any bandits that you are about to kill, Diablo 2 style. It will add to satisfaction much more than just mere numbers and listings of the kill counter. Remember: attempting to cut ears off might result in premature lethal hit, and as such, being unable to get the ear.<br />
<br />
Human-sized heads and ears can be stored in any container and even put in cages - press [P] while standing near the cage. It makes sense to cage skulls of slain named animals, trolls, bogeymen or the like. Take into account the weight of the trophy - the larger the enemy, the heavier the trophy.<br />
<br />
====Turning in quests====<br />
<br />
Now that you've wiped the bandits out, it is time to report your success to the quest giver. In fact, you can report your success to anyone in any settlement. However, returning to the original quest giver will allow you to store the spoils of war in the same location instead of hauling it every time, as well as allow you to put your trophies onto pedestals for everyone to admire.<br />
<br />
You will need to install the Rumor System UI improvement script (DFhack is required) by 1337G4mer: [http://www.bay12forums.com/smf/index.php?topic=155262.0 Link]. Otherwise, finding the needed kill in the long list of useless rumours will be next to impossible. <br />
<br />
Copy the CODE section to any text document, save it as rumors.lua (remember to change the file extension), and copy the resulting .lua file into your \hack\scripts directory. The script can now be used by typing "rumors" (without quotes) into DFhack console window whenever you are at the rumor selection list, then typing "slew" in the rumour filter (in the ''Dwarf Fortress'' window). This will display all your kills in an easy to browse and select list.<br />
<br />
Unfortunately, in the version 44.02 the "unknown creature" bug prevents me from turning kills. Here's a workaround: Report a kill (e.g. "Not a day ago, I slew Ettin"). You will receive "Unknown creature was struck" response. Then, choose the "Ask about somebody" option and ask about the creature you've killed (e.g. "What can you tell me about Ettin?"). You will receive a correct "Ettin is dead" response. Finally, go back to "spread rumour" and report the kill again (e.g. "Not a day ago, I slew Ettin"). This time, the NPC will say "unknown creature attacked unknown creature", but despite this, you will receive the credit and reputation for the kill.<br />
<br />
==Road to fame==<br />
<br />
<br />
==F.A.Q==<br />
<br />
*'''Q:''' How do I trade with the merchants? '''A:''' Don't, it's a fruitless endeavour. None of the merchants will ever have anything useful for sale. However, dwarves at hillocks sometimes have steel equipment, and are willing to part with it for a worthy offer. To trade with other NPC's, use "Exchange personal items" talk menu.<br />
*'''Q:''' What enemies I should avoid at all costs at any point of the game? '''A:''' Web-slingers and deadly-dust users. Those two attacks cannot be avoided AT ALL, except by staying as far away as possible.<br />
*'''Q:''' How to earn fame in 44.02? The "unknown creature" bug prevents me from turning in kills! '''A:'''Here's a workaround: Report a kill (e.g. "Not a day ago, I slew Ettin"). You will receive "Unknown creature was struck" response. Then, choose the "Ask about somebody" option and ask about the creature you've killed (e.g. "What can you tell me about Ettin?"). You will receive a correct "Ettin is dead" response. Finally, go back to "spread rumour" and report the kill again (e.g. "Not a day ago, I slew Ettin"). This time, the NPC will say "unknown creature attacked unknown creature", but despite this, you will receive the credit and reputation for the kill.<br />
<br />
= General FAQ =<br />
<br />
{{main|cv:Adventurer_mode#FAQ|l1=Adventure mode}}<br />
<br />
=See Also=<br />
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]<br />
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]<br />
<br />
=A glimpse into the Future=<br />
{{D for dwarf}}<br />
<br />
* Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer:<br />
<br />
<br />
{{Quote|align=left|<br />
... While seemingly absurd, the practice of ones abilities with a ranged weapon can be furthered by directing said weapon towards the sky. <br />
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. <br />
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. <br />
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. <br />
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. <br />
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}<br />
<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Giant_ibex&diff=247252
Giant ibex
2019-09-28T18:21:14Z
<p>Loci: Noun before pronoun</p>
<hr />
<div>{{Quality|Fine|20:18, 18 March 2013 (UTC)}}<br />
{{Creaturelookup/0<br />
|bone=16<br />
|meat=11-13<br />
|skin=hide<br />
|horn=2<br />
|skull=1<br />
|brain=1<br />
|hair=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestine=1-2<br />
|heart=1<br />
|lung=2<br />
|cartilage=1<br />
|eye=2<br />
|fat=8<br />
|hoof=4<br />
|contrib=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Giant ibexes''' are not a direct threat to your fortress, as they won't actively seek out targets and are generally skittish. However, these animals can be quite dangerous to any unarmored dwarf foolish enough to antagonize them. They have hooves, horns, and enough mass to cause considerable damage. They can even pose a threat to your militia with heavy blunt and stabbing damage.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Kobold&diff=247250
Kobold
2019-09-28T18:12:42Z
<p>Loci: rv</p>
<hr />
<div>{{Quality|Exceptional|02:01, 11 January 2015 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
[[File:Kobold KQ.png|thumb|left|A kobold drawn by Toady One, from ''Kobold Quest'', which also serves as their DF look.]]<br />
'''Kobolds''' are small [[creature]]s adept at [[Thief|thieving]] that try to infiltrate your fortress and steal valuable items. They will run away once discovered. They are officially described as "small mammaloreptilian humanoids with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding".<br />
<br />
Kobolds arrive at your fortress in sneak mode, preventing you from seeing them. Spotting a sneaking creature is based on how high a [[dwarf]]'s [[observer]] skill is; the higher it is, the farther away it will be spotted. But if a kobold is passing next to a dwarf or animal it will be revealed, too. They can swim in from rivers, <s>go boldly through</s> sprint straight through locked [[door]]s and they are [[Trapavoid|not affected]] by [[trap]]s. If the kobolds are successful in multiple thieving attempts, they will grow <s>ko</s>bolder and send squads of armed kobolds to [[Ambush|raid and pillage]] your apparently defenseless fort.<br />
<br />
Kobolds are very weak in battle, however, as they are much smaller than dwarves and most hits will likely cause severe injuries to them; even basic punches will often cave in their heads. They tend to wield knives and [[dagger]]s as they are often too small to wield larger weapons, so they have a hard time piercing even rudimentary [[armor]]. The abovementioned attack squads also arrive in sneak mode and will ambush any dwarves and traders on the map. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all). This doesn't seem to manifest itself in fortress mode, however, and they are almost always seen with only [[copper]] equipment.<br />
<br />
Kobolds are [[egg]]-layers, giving birth by laying 1 to 2 eggs at a time. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240 explained] the game's kobolds were primarily inspired by ''Dungeons & Dragons'', which portrays kobolds as reptiles, though DF's own kobolds are more akin to tiny brown-skinned goblins who can lay eggs.<br />
<br />
Kobolds speak in [[Main:Kobold language|unintelligible utterances]], being completely unable to communicate with anyone but each other.<br />
<br />
Some dwarves [[Preferences|like]] kobolds for their ''mischief''.<br />
<br />
[[File:kobolds_preview.jpg|thumb|190px|right|DnD based kobolds.]]<br />
<br />
==Ethics==<br />
<br />
The [[ethics]] of kobolds can be considered the most primitive, besides those of [[goblin]]s (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty, with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed one of their own is forced into exile. <br />
<br />
Kobolds consider cunning to be incredibly important, and also value nature, cooperation and perseverance. They, however, do not understand the concept of music, have very little empathy and are forgetful, probably due to death being commonplace in kobold society, so it is unwise to remember or care about loved ones for too long.<br />
<br />
==Behavior==<br />
Kobolds are commonly known to congregate in small- to medium-sized groups, primarily inside [[cave]]s. Studies [http://www.bay12forums.com/smf/index.php?topic=74802.0] have shown, though, that they may also camp outdoors, living exactly as they do in caves, in a large group with piles of random [[jewelry]] and [[gem]]s all around them. Assuming you can get past the kobolds, their wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. Amusingly, they can and will attack kobold thieves that wander onto the map, which instantly triggers a [[loyalty cascade]] amongst every member of the camp, sparking a brutal and bloody civil war in which both sides try their level best to kill the other, often with their bare hands. Interestingly enough, one of the sides on the loyalty cascade will appear as hostile to your dwarves, while the other will appear as friendly. If the friendly kobolds win this civil war of sorts, you will be able to wander into their camp and take all their stuff or, if you are feeling particularly generous, build a little something for them. Sadly, this above ground camp will almost certainly be exterminated by the first goblin siege.<br />
<br />
The fact kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer.<br />
<br />
==Community outlook==<br />
Unlike other races, there are two large stereotypes associated with the kobolds by players: some see them as little more than vermin who only exist to annoy, and as such they go to great lengths for the chance to catch and kill kobold thieves. <br />
<br />
The other, arguably larger group, however, treats kobolds as small, cutesy creatures who are endearingly stupid in their attempts to steal your trinkets, and as such gain great amounts of sympathy. These are typically given the name of "cutebold" (with the ''DF'' community possibly being responsible for creating the term) and are depicted as small, flappy-eared dog or lizard people rather than their canon "smaller brown goblin" look, who like rubbing their noses to display affection and are about as smart as an actual dog or lizard. Cutebolds are typically treated as being incredibly innocent, childish and ineffectual, which brings up interesting connotations when they interact with the gruff, hardy and [[fun]] dwarves. Whether they fall into "too cute to kill" or "just the right amount of cute that makes them VERY killable" is another matter entirely.<br />
<br />
<s>Kobolds are also widely regarded to be the best race in all of Dwarf Fortress.</s><br />
<br />
== Playing as kobolds ==<br />
<br />
{{Mod}}<br />
<br />
Kobolds are the only unplayable race out of the five main races. By modding however, kobolds can be played in both fortress and adventure mode.<br />
<br />
=== Adventure mode ===<br />
<br />
There are two methods for allowing kobolds to be playable as adventurers. By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. The other method is by adding {{tt|[OUTSIDER_CONTROLLABLE]}} to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.<br />
<br />
Kobolds start off with less-than-standard equipment (backpack, loincloth, weapon).<br />
<br />
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. If you wish to change this behaviour, you will have to remove that tag.<br />
<br />
=== Fortress mode ===<br />
<br />
Kobolds can become a playable race in fortress mode if {{token|SITE_CONTROLLABLE|e}} is added to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}. They cannot start with picks or axes, nor many of the skills needed to found a 'fortress' besides mining. While they can start with the materials to start a small metal mining industry to build those, they are considered foreign weapons and so cannot be built. Your kobold citizens are also considered pets and/or livestock by the game, and their labor preferences cannot be changed, due to lacking {{token|CAN_SPEAK|c}}. They can start with spears, short swords, bows, and large knives, but cannot form military squads, due to lacking any defined positions (including militia positions). Making this race playable requires a moderate amount of game file editing, with the following as a bare minimum to make them playable:<br />
<br />
* Position tokens such as an equivalent to an expedition leader, or any other position capable of appointing militia commanders and other added utility positions.<br />
* Picks and axes must not only be added to the entity's list of available items, but also have their minimum size to wield lowered. Alternatively, smaller versions can be added (stone axes, being tools rather than weapons, won't work{{bug|9738}}).<br />
* Kobolds ''require'' the use of {{tt|[CAN_SPEAK]}} or else they will count as pets that can't be controlled properly. This can still be used alongside {{token|UTTERANCES|c}}.<br />
* Kobold caravans (and thus, more migrants) will not arrive unless pack animals are added, either via the {{tt|[COMMON_DOMESTIC_*]}} entity tokens or the {{token|ANIMAL|e}} entry.{{v|0.44.01}}<br />
* Swapping the progress triggers of dwarves and kobolds is strongly recommended, lest you risk a small chance of a dwarven siege during your first autumn.<br />
<br />
==== Mods ====<br />
<br />
Multiple examples of Kobold Camp mods exist, generally descended from or influenced by [http://dffd.bay12games.com/file.php?id=1975 this version] or [http://dffd.bay12games.com/file.php?id=2071 its successor]. They were last updated for 0.30.01 and 0.34.11, respectively. [[Masterwork:Main Page|Masterwork]] also contains an (out-of-date) version of the latter. The original is the closest to a vanilla kobold experience, while the other two restrict kobolds to wooden weapons and digging in soil only. There is also [[User:Valos/Kobold_Kamp|Kobold Kamp]] that settles on a stone-age flavor with some expansions, and remains actively updated.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Humanoids}}<br />
{{Category|Races}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Water&diff=247249
Water
2019-09-28T18:10:45Z
<p>Loci: rollback</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}<br />
<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. In this version, 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 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. They act like all other objects and sink to the bottom.<br />
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life.]]<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.<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. Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, 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 top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.<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 will not work, instead displaying "Frozen here". This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].<br />
<br />
== Properties ==<br />
===Depth===<br />
<br />
Water (as well as [[magma]]) can be one of eight 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 />
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]] 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]].<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 little 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 and completely foolproof way to do it, dig a tunnel under the lake, at the very end of the tunnel place a door. 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>
Loci
https://dwarffortresswiki.org/index.php?title=Murky_pool&diff=247248
Murky pool
2019-09-28T18:08:15Z
<p>Loci: rv</p>
<hr />
<div>{{Quality|Superior|11:20, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
'''Murky pools''' are small bodies of [[water#Stagnant water|stagnant water]] on the surface. Murky pools form tiny [[biome]]s that are enclosed by much larger biomes. The pool itself and tiles adjacent to the pool are counted as a biome. All kinds of [[vermin]] populate pools, including many edible and [[hateable]] vermin. Murky pools won't be shown on the [[embark|embark screen]], but they are a ubiquitous feature in any non-desert, non-freezing biome and will usually appear in high numbers. Some pools can be found merged with [[river]]s.<br />
<br />
Murky pools contain a finite amount of water that can be drained and replenished over time. Water can evaporate completely during [[calendar|summer]] in sufficiently hot [[climate]]s, and be slowly refilled by [[rain]]water. Pools can also be artificially drained or filled up.<br />
<br />
There are six types of pools, divided by climate and the salinity of the water. They are listed in the following table:<br />
<br />
{| {{prettytable}}<br />
|- style="background:#dddddd"<br />
! style="background:#aaaaaa"|<br />
! '''Freshwater''' !! '''Brackish water''' !! '''Saltwater'''<br />
|-<br />
! style="background:#dddddd"| '''Temperate'''<br />
| Temperate freshwater pool || Temperate brackish pool || Temperate saltwater pool<br />
|-<br />
! style="background:#dddddd"| '''Tropical'''<br />
| Tropical freshwater pool || Tropical brackish pool || Tropical saltwater pool<br />
|}<br />
<br />
== Uses ==<br />
=== Fishing ===<br />
Dwarves with the [[fishing]] labor enabled will begin to catch vermin fish from nearby murky pools. Fish populations will run out very quickly and can be easily fished to local [[extinction]].<br />
<br />
=== Water source ===<br />
A murky pool can be used as a water source, but this is not recommended. Drinking stagnant water will give dwarves an unhappy [[thought]], and using stagnant water to wash a [[wound]] will lead to [[health care#Infection|infection]]. Building a [[well]] will not clean the water. Filtering stagnant water through a [[screw pump]] ''will'' clean the water, which can then flow into a dwarf-made [[cistern]]. Dwarves generally won't use stagnant water from murky pools if [[alcohol]] or clean water is available.<br />
<br />
== Removal ==<br />
In order to remove a murky pool, you must first remove the water. There are several ways to achieve this:<br />
# Let the pool evaporate (only works in hot/scorching climates)<br />
# Dig into the pool from the side and let the water drain away to somewhere else<br />
# Drain the pool with [[screw pump]]s<br />
<br />
The bottom of a murky pool will keep its "murky pool" status, presumably to let the game know that water should collect there during rain storms. You can't build certain buildings, including [[farm plot]]s, on dry "murky pool" tiles. Murky pool tiles will also block [[trade depot]] access. To de-murk those tiles, simply build a [[paved road]] on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed. Be aware that once you do this the tiles won't gather rainwater anymore.<br />
<br />
== Dangers ==<br />
When frozen murky pools thaw, they do so instantly. Any dwarf standing on the ice will plunge into the water with a risk of drowning if they can not find a nearby ramp quick enough. Unless they have adequate or better [[swimming]] skills, the fall will [[status icon|stun]] them, increasing the chance of death.<br />
<br />
Similarly, when the pool freezes it does so instantly. If a dwarf is in a murky pool when winter comes (perhaps because the water is shallow enough to walk through) and the water freezes, the dwarf will be encased in the ice and immediately die. To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool. Or, if you don't need to fish from it, you can construct a [[wall]] around it or a [[floor]] over it.<br />
<br />
== Wildlife ==<br />
=== Vermin ===<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|∙|3:1}} [[Damselfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|3:1}} [[Dragonfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|·|0:1}} [[Fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|2:1}} [[Green tree frog]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|~|0:1}} [[Leech]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|α|6:0}} [[Lungfish]]<br />
| || || || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|·|0:1}} [[Mosquito]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|☼|2:0}} [[Pond turtle]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|2:0}} [[Toad]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In savage pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|·|6:0}} [[Acorn fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|6:0}} [[Moghopper]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In evil pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|·|4:1}} [[Blood gnat]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
== Bugs ==<br />
* Pond/pool populations do not replenish, gradually becoming extinct.{{bug|2780}}<br />
* Only vermin can spawn in murky pools, so creatures will never actually appear. Below are creatures that should be appearing in pools:<br />
<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|T|2:0}} [[Alligator snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|t|2:0}} [[Common snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|o|6:0}} [[River otter]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
'''In savage pools:'''<br />
{| class="wikitable"<br />
! rowspan="2"| Name<br />
! colspan="3"| Temperate pool !! colspan="3"| Tropical pool<br />
|-<br />
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater<br />
|-<br />
| {{Tile|d|3:1}} [[Damselfly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|d|3:1}} [[Dragonfly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|f|0:1}} [[Fly man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|D|3:1}} [[Giant damselfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|D|3:1}} [[Giant dragonfly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|F|0:1}} [[Giant fly]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|F|2:1}} [[Giant green tree frog]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|L|0:1}} [[Giant leech]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|M|0:1}} [[Giant mosquito]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|O|6:0}} [[Giant otter]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|T|2:0}} [[Giant pond turtle]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|T|2:0}} [[Giant snapping turtle]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|T|2:0}} [[Giant toad]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|f|2:1}} [[Green tree frog man]]<br />
| {{check}} || || || || || <br />
|-<br />
| {{Tile|l|0:1}} [[Leech man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|m|0:1}} [[Mosquito man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|o|6:0}} [[Otter man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|t|2:0}} [[Pond turtle man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|t|2:0}} [[Snapping turtle man]]<br />
| {{check}} || {{check}} || || || || <br />
|-<br />
| {{Tile|t|2:0}} [[Toad man]]<br />
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
{{Translation| dwarven = bothon agsal | elvish = meli pati | goblin = ebrå tostgud | human = sedme nique}}<br />
<br />
{{World|Biomes}}<br />
{{Category|Biomes}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Banana&diff=247247
Banana
2019-09-28T18:04:09Z
<p>Loci: rv unnecessary commas</p>
<hr />
<div>{{Quality|Fine|23:18, 8 February 2017 (UTC)}}<br />
{{Treelookup/0}}<br />
{{av}}<br />
<br />
'''Banana trees''' are one of the many genera of trees found above ground in tropical biomes. Unlike most trees, it produces no wood (''owing to the fact this 'tree' is in truth an [https://en.wikipedia.org/wiki/Musa_(genus) overstated] [[shrub]]''); though it does produce a well-known [[fruit]], which can be eaten raw, cooked, or brewed into [[alcohol|banana beer]].<br />
<br />
Some [[Dwarf|dwarves]] [[Preferences|like]] banana trees for their ''fruit''.<br />
<br />
<br />
[[File:Banana Tree 01.jpg|thumb|center|300px|Admired for its ''fruit''.]]<br />
<br />
{{gamedata}}<br />
{{Plants}}<br />
{{Category|Surface trees}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Wood&diff=247246
Wood
2019-09-28T18:01:35Z
<p>Loci: rv, bad grammar</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
{{catbox}}<br />
[[File:logs.jpg|thumb|230px|right|So many roots, that you wood hardly believe it.]]<br />
''"Timber" redirects here. For the month, see [[Calendar]].''<br />
<br />
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It does not form the actual material of tree tiles, which are actually composed of generic [[plant]] material. Wood is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw [[item]] form of wood, when it is cut down. For the most part, different kinds of wood are identical except for differences in [[density]] and [[color]]. It is generally more weak and lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].<br />
<br />
"'''Timber'''" is the name of the ninth month of the dwarven [[calendar]], covering late Autumn. It is the only month of the dwarven calendar to not be named after a stone.<br />
<br />
== Occurrence and production ==<br />
<br />
=== Chopping down trees ===<br />
<br />
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.<br />
<br />
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.<br />
<br />
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.<br />
<br />
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.<br />
<br />
=== Civilizations ===<br />
<br />
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s. Except for [[kobold]]s, all civilizations use some type of wood.<br />
<br />
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor. [[Elf|Elves]] and subterranean [[animal people]] possess these tokens.<br />
<br />
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.<br />
<br />
=== Other sources ===<br />
<br />
"Wagon wood" can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.<br />
<br />
== Types ==<br />
<br />
{{Main|Tree}}<br />
<br />
{| class="wikitable sortable floatright"<br />
|+ Comparison of [[density]], [[weight]], and [[color]]<br />
! Wood<br />
! Density<br/>(kg/m³)<br />
! Weight (Γ)<br/>per log <br />
! Color<br />
|-<br />
| [[Feather tree|Feather]] || 100 || 5 || style="background: {{fgcolor|7:1}};"| Cream<br />
|-<br />
| [[Papaya]] || 130 || 6.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale<br />
|-<br />
| [[Candlenut]] ||140 || 7 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ochre<br />
|-<br />
| [[Kapok]] || 260 || 13 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Custard-apple]] || 360 || 18 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Willow]] || 390 || 19.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Alder]] || 410 || 20.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Cherry]] || 425 || 21.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Gold<br />
|-<br />
| [[Cacao tree|Cacao]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chocolate<br />
|-<br />
| [[Chestnut]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark chestnut<br />
|-<br />
| [[Saguaro]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ecru<br />
|-<br />
| [[Cashew]] || 450 || 22.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark chestnut<br />
|-<br />
| [[Ginkgo]] || 450 || 22.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach<br />
|-<br />
| [[Rubber tree|Rubber]] || 490 || 24.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Flax<br />
|-<br />
| ''Default wood'' || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown<br />
|-<br />
| [[Highwood]] || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown<br />
|-<br />
| [[Tunnel tube]] || 500 || 25 || style="background: {{fgcolor|5:1}};"| Violet<br />
|-<br />
| [[Wagon]] || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown<br />
|-<br />
| [[Pine]] || 510 || 25.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Beige<br />
|-<br />
| [[Durian]] || 520 || 26 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale<br />
|-<br />
| [[Mango tree|Mango]] || 520 || 26 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna<br />
|-<br />
| [[Avocado]] || 540 || 27 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chestnut<br />
|-<br />
| [[Maple]] || 540 || 27 || style="background: {{fgcolor|6:0}}; color: #fff;"| Rust<br />
|-<br />
| [[Carambola]] || 550 || 27.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Flax<br />
|-<br />
| [[Nether-cap]] || 550 || 27.5 || style="background: {{fgcolor|1:0}}; color: #fff;"| Dark indigo<br />
|-<br />
| [[Tea]] || 550 || 27.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale<br />
|-<br />
| [[Walnut]] || 562 || 28.1 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark tan<br />
|-<br />
| [[Cedar]] || 570 || 28.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Olive<br />
|-<br />
| [[Hazel]] || 580 || 29 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale<br />
|-<br />
| [[Bitter orange]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale<br />
|-<br />
| [[Desert lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Finger lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Kumquat]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale<br />
|-<br />
| [[Larch]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown<br />
|-<br />
| [[Lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Orange]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna<br />
|-<br />
| [[Pomelo]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ash gray<br />
|-<br />
| [[Round lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Acacia]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach<br />
|-<br />
| [[Ash (tree)|Ash]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown<br />
|-<br />
| [[Fungiwood]] || 600 || 30 || style="background: {{fgcolor|6:1}};"| Lemon<br />
|-<br />
| [[Goblin-cap]] || 600 || 30 || style="background: {{fgcolor|4:1}}; color: #fff;"| Red<br />
|-<br />
| [[Mahogany]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Mahogany<br />
|-<br />
| [[Pear]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Buff<br />
|-<br />
| [[Spore tree|Spore]] || 600 || 30 || style="background: {{fgcolor|3:0}}; color: #fff;"| Teal<br />
|-<br />
| [[Tower-cap]] || 600 || 30 || style="background: {{fgcolor|7:1}};"| White<br />
|-<br />
| [[Guava]] || 610 || 30.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Coffee]] || 620 || 31 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale <br />
|-<br />
| [[Rambutan]] || 620 || 31 || style="background: {{fgcolor|6:0}}; color: #fff;"| Bronze <br />
|-<br />
| [[Birch]] || 650 || 32.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt umber<br />
|-<br />
| [[Black-cap]] || 650 || 32.5 || style="background: {{fgcolor|0:1}}; color: #fff;"| Black<br />
|-<br />
| [[Palm]] || 680 || 34 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark taupe<br />
|-<br />
| [[Sand pear]] || 690 || 34.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Buff<br />
|-<br />
| [[Bayberry]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown<br />
|-<br />
| [[Citron]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ash gray<br />
|-<br />
| [[Oak]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Auburn<br />
|-<br />
| [[Macadamia]] || 705 || 35.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown<br />
|-<br />
| [[Pecan]] || 735 || 36.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach<br />
|-<br />
| [[Apple]] || 745 || 37.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chocolate<br />
|-<br />
| [[Apricot]] || 745 || 37.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown<br />
|-<br />
| [[Pomegranate]] || 770 || 38.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach<br />
|-<br />
| [[Almond]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Copper<br />
|-<br />
| [[Peach]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark tan<br />
|-<br />
| [[Plum]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown<br />
|-<br />
| [[Date palm]] || 820 || 41 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna<br />
|-<br />
| [[Paradise nut]] || 820 || 41 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown<br />
|-<br />
| [[Mangrove]] || 830 || 41.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark taupe<br />
|-<br />
| [[Persimmon]] || 835 || 41.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan<br />
|-<br />
| [[Lychee]] || 880 || 44 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe sandy<br />
|-<br />
| [[Olive]] || 990 || 49.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown<br />
|-<br />
| [[Glumprong]] || 1200 || 60 || style="background: {{fgcolor|5:0}}; color: #fff;"| Purple<br />
|-<br />
| [[Blood thorn]] || 1250 || 62.5 || style="background: {{fgcolor|4:0}}; color: #fff;"| Crimson<br />
|}<br />
<br />
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.<br />
<br />
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.<br />
<br />
=== Weight of logs ===<br />
<br />
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.<br />
<br />
=== Grown wood ===<br />
<br />
All wooden items made by elves are referred to as "grown". It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.<br />
<br />
== Applications ==<br />
<br />
=== Ash ===<br />
<br />
Burning wood at a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.<br />
<br />
=== Charcoal ===<br />
<br />
[[Charcoal]] is a type of [[fuel]] produced by burning wood at a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.<br />
<br />
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.<br />
<br />
=== Bed ===<br />
<br />
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.<br />
<br />
=== Machine components ===<br />
<br />
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.<br />
<br />
=== Lightweight storage ===<br />
<br />
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.<br />
<br />
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].<br />
<br />
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.<br />
<br />
=== Weapons and armor ===<br />
<br />
:''See also: [[Weapon#Material|Weapon § Material]]<br />
<br />
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.<br />
<br />
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.<br />
<br />
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.<br />
<br />
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.<br />
<br />
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.<br />
<br />
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.<br />
<br />
=== Siege engines ===<br />
<br />
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.<br />
<br />
=== Trading ===<br />
<br />
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the "grown" wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.<br />
<br />
=== Other uses ===<br />
<br />
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.<br />
<br />
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.<br />
<br />
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.<br />
<br />
== See also ==<br />
<br />
* [[Driftwood]]<br />
<br />
{{Translation<br />
| dwarven = lolum<br />
| elvish = ave<br />
| goblin = dôr<br />
| human = pado<br />
}}<br />
<br />
{{Gamedata}}<br />
{{materials}}<br />
{{Wood FAQ}}<br />
<br />
{{Category|Materials}}<br />
{{Category|Wood|0}}<br />
[[Ru:Wood]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Stairs&diff=247245
Stairs
2019-09-28T18:00:12Z
<p>Loci: rv, unnecessary</p>
<hr />
<div>{{Quality|Exceptional|01:31, 8 May 2013 (UTC)}}<br />
{{av}}<br />
<br />
<br />
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.<br />
<br />
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]<br />
<br />
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].<br />
<br />
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.<br />
<br />
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], the designation on this tile will be removed.<br />
<br />
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.<br />
<br />
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.<br />
<br />
<br />
== Planning stairs ==<br />
<br />
Stairs can be created in two different ways, or a combination of them: <br />
* You can use the [[designations]] menu ({{k|d}}) to carve them out of a wall of unmined material (see [[digging]]).<br />
* You can use the build menu ({{k|b}}{{k|C}}) to construct them in an open tile using material you have already gathered.<br />
<br />
However, a down or up stair will give you sufficient access to the adjacent level to build connecting stairs. This means you can dig directly downwards or even directly upwards using stairs without needing any other forms of access to the area. <br />
<br />
You can't designate an up stair on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead. You can then build the matching down stair on the level above.<br />
<br />
For a basic mineshaft/stair tutorial click [http://www.youtube.com/watch?v=50JO6XaKv2M&feature=plcp here]<br />
<br />
Up stairs can be converted to up/down stairs by using {{k|d}}{{k|j}} to designate down stairs on them. However, down stairs cannot be converted to up/down stairs by using {{k|d}}{{k|u}} to designate up stairs on them. <br />
<br />
{{Buildings}}<br />
{{Category|Buildings}}<br />
{{Category|Constructions}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&diff=247244
Main Page/Quote/list
2019-09-28T17:52:35Z
<p>Loci: Screw it, reversion time</p>
<hr />
<div><!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --><br />
<noinclude><br />
This is the list of quotes which appear at the top of the wiki's [[Main Page]]. Many of them are musings from the developer notes, while others are forum posts made by ''DF'' players or simply anonymous game-related statements. Feel free to add any quotes you find particularly amusing or interesting.<br />
<br />
To add a quote to this list, place it on its own line above the last line.<br />
#{{#rreplace:</noinclude><br />
"Didn't you read the manual? He he he he... the manual... ..."<br>--[[Toady One]]<br />
"[B]oats are the enemy of tiles. And tiles are the enemy of boats."<br>--[[Toady One]]<br />
"I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example."<br>--[[Toady One]]<br />
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]<br />
"Stopped people from giving quests to kill themselves." --[[Toady One]]<br />
"Got rid of world gen crash during succession after [https://www.youtube.com/watch?v=AdQ3JDLlmPI death of prolific long-standing position holders with inbred descendants]" --[[Toady One]]<br />
"There was a typo in the siegers' campfire code. When the fires went out, so did the game." --[[Toady One]]<br />
"Dwarven children kidnapped and incorporated into goblin society might sh... shave."<br> -- [[Toady One]]<br />
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. -- [[Toady One]]<br />
"I had to leave just before I tested the dwarf with the boiling gold blood." -- [[Toady One|Toady the Great One]]<br />
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay. -- [[Toady One]]<br />
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- [[Toady One]]<br />
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- [[Toady One]]<br />
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- [[Toady One]]<br />
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]<br />
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]<br />
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]<br />
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]<br />
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]<br />
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]<br />
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]<br />
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]<br />
The poor thing died with the message "<name> has condensed." -- [[Toady One]]<br />
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]<br />
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]<br />
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]<br />
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]<br />
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]<br />
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]<br />
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]<br />
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves. --[[Toady One]]<br />
I filled my fortress's temple with statues and tantruming dwarves to test out the desecration code. -- [[Toady One]]<br />
These secret agents are overdoing it... "What can you tell me about yourself?" "Me? Who's that? I don't know myself." -- [[Toady One]]<br />
There's a cost to this movement, and the cost is, 'how much do I value my blood? -- [[Toady One]]<br />
It's still a shock. People are playing a text game. That's weird. -- [[Toady One]]<br />
An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world. I'm sure it'll be fine. -- [[Toady One]]<br />
I've got a fort that has an export industry centered entirely around little commemorative dacite figurines of the starting seven dwarves in different poses. Eventually we'll have to make the merchants more discerning -- [[Toady One]]<br />
"If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically -- they hang back outside in relative safety, since you people have a tendency to drop magma on things." -- [[Toady One]]<br />
My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders. -- [[Toady One]]<br />
If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality. That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure. -- [[Toady One]]<br />
Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic... now I guess I have a save if I want to test being invaded by angry humans. -- [[Toady One]]<br />
"...go to reclaim artifacts that were either stolen by kobolds or something, or maybe weren't yours to begin with, and you can be bad dwarves. Start some shit." -- [[Toady One]]<br />
Some uncommon situations have become hard to debug with a test adventurer, so world debug mode can now manifest the cursor as an adventurer. Lots of "Hello. My name is Manifestation. Why are you traveling?" today. They don't notice the cursor human is clothing-free yet. -- [[Toady One]]<br />
I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over. When I asked the quester about it, he said "An unknown creature has given an unknown creature <correct artifact name>. I don't care one way or another." -- [[Toady One]]<br />
Animals no longer become distracted from being unable to drink if they've experienced trauma, or from being unable to worship gods they shouldn't have been worshiping in the first place... -- [[Toady One]]<br />
Dropping a boulder on somebody and then leaving my dwarves unattended outside with nothing to do for a year resulted in tantrums, depression and oblivious wandering, so it seems to be working (...) I wasn't aware of their relationship status when the boulder fell; that's just how it turned out, sadly. --[[Toady One]]<br />
Goblins are meant to die violent deaths. -- [[Toady One]]<sup>[http://www.bay12forums.com/smf/index.php?topic=1104.msg14899#msg14899]</sup><br />
I have some good saves I can look at and so forth, so hopefully I can pick some decent numbers if they are a problem, and if the numbers are fine, focus just on the ridiculous "scary teeth" part of it. Although I guess teeth are scary sometimes, but it takes like a whole horror movie to build up to why, and these are just random troll teeth. -- [[Toady One]]<br />
Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections. -- [[Toady One]]<br />
After producing three notable poems, Zicab was murdered by a goblin armorer in the pits (who was later devoured by a giant lion, so that has a happy ending.) -- [[Toady One]]<br />
Artuk soon gave up on fighting, and became a poet like her father and grandmother, moving again to the goblin pits, where apparently all poetry in this world is written. -- [[Toady One]]<br />
For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. -- [[Toady One]]<br />
This turned out to be a strategic error, as two short years later, a forgotten beast obliterated the fortress, the warehouse, and killed everyone inside. So, what's the correct response? Close the destroyed branch? No, no, you stimulate the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations! -- [[Toady One]]<br />
I've mainly been 'consolidating gains' this week (that is, finding horrible bugs and wondering how anything worked in the first place.) -- [[Toady One]]<br />
He was imprisoned in a dwarf fortress for 20 years. He might have escaped, but a hydra came and ate him and everybody else. -- [[Toady One]]<br />
I did have to fix a bug where the human and dwarven allies also ate the dead if the elves led the attack. -- [[Toady One]]<br />
I'm not actually sure why he didn't try to start a zombie horde of his own instead, but this is okay. -- [[Toady One]]<br />
Necromancers can pet their zombie animals too, and the living can try too if they are foolish. Hmm, I think a necromancer might also be able to pet their zombie humanoids, due to how it does the detection. -- [[Toady One]]<br />
I went to a shrine, rolled a tin icosahedral die and it was a bad roll and I was cursed to be a snowy owl for a week. So I flew up to a nearby rooftop and pondered tangents. -- [[Toady One]]<br />
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- [[ThreeToe]]<br />
I want you to visualize the future. Toady and I are in the Bay 12 office somewhere in the woods west of Seattle. I, Threetoe, am poring over our notes, preparing for a presentation I'm giving in a couple days. Toady is slaving away at his computer, stopping every now and then to yell at [[Scamps]] after the little punk scratches his exposed elbow. -- [[ThreeToe]]<br />
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.<br />
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!<br />
Let us never forget the last words of Inod the Stoker, "Aaah! Gorillas!"<br />
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!<br />
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!<br />
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!<br />
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?<br />
"Dwarf Fortress" ... "Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]]." ... "Like chess."<br />
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].<br />
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.<br />
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.<br />
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.<br />
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.<br />
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!<br />
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...<br />
Wait, you're MAKING animals?<br>&mdash;''Torak''<br>At this moment, yes, I am smelting cows.<br>&mdash;''Spiders Everywhere'' <br />
(Compared to real-world years) Dwarven years are shorter.<br>--Sowelu<br>Very fitting to dwarves, I must add.<br>--Sean Mirrsen<br />
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.<br>--AlienChickenPie<br />
"You have been processed! Go forth, now, and edit!"<br>--[[User:Savok|Savok]]<br />
"What happened in 1048?" "Jreengus occurred."<br />
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn<br />
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.<br />
Endok Cerolneth has begun a mysterious construction!<br>Endok Cerolneth, Planter has given birth to a girl.<br />
"Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi." "Magma is your ally, your weapon, the strength of the Mountain-Home." --Eita<br />
"...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!" --Zero<br />
"This is a terrible pun. All craftsdwarfship is of the poorest quality." - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]<br />
"The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!" --[[User:Fedor|Fedor]]<br />
"Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them." --Yanlin<br />
"Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name." <br />
"Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?" --[[User:StrawberryBunny|StrawberryBunny]]<br />
"It's never 'just a game' when you're losing."<br>--George Carlin (if he played Dwarf Fortress)<br />
Not that building a bridge out of soap makes much sense to begin with anyway.<br />
Note that while you cannot milk larger animals yourself, civilizations can still milk animals "off screen" for your benefit.<br />
Tosid Idenarzes likes tentacle demons for their corrupt intentions. "There! Now we've covered all of the seven deadly sins."<br />
"Litast Idenudesh, baby, is throwing a tantrum! Inod Litastrilem, Mayor, has lost consciousness. Inod Litastrilem, Mayor, has bled to death."<br />
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body<br />
"Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane." Ben jamm1n<br />
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.<br />
Sizir the Snail of Bait is a deity of The Fresh Towers. Sizir most often takes the form of a female dwarf and is associated with jealousy.<br />
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.<br />
There are 5 articles in category Lore: [[Armok]], [[Cave adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].<br />
There is nothing to catch in the magma pipe.<br />
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects<br />
If cow cheese is made from cow's milk, what is dwarven cheese made of?<br />
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn<br />
"You know, Urist, you've got a mind like an +Ash Trap+."--[[User:Destor|Destor]]<br />
'''Zander J:''' "Is there a way to stop immigration without setting the population cap?"<br>'''Yanlin:''' "Magma."<br />
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.<br />
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.<br />
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' <br> Urdim, you are a freaking idiot.<br />
<Forkez> I don't get the game, but I do get that tunnels flooded with water is a bad thing.<br />
"If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life."<br />
"Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead."<br />
Do not make a trading race that breathes fire.<br/><br/>I REPEAT, DON'T!! EVER!! <br />
Dwarf Fortress: Because burning elves are funny.<br />
The carp has drowned.<br />
There's one thing a dwarf needs, and that's stones. And alcohol... and magma... but mainly stones.<br />
"I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream."<br />
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.<br />
Bug 000871 [projectiles] - babies fall to death when born on stairs<br />
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes<br />
"[[Magma]] solves everything. [[Fire]] just ruins the [[booze]]." -sonerohi<br />
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??<br />
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??<br />
Adil Idenlocun is conflicted: "When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup. He absolutely detests purring maggots."<br />
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.<br />
I added two levers. One opens the magma. The other sets free all the cats. --Someone in Headshoots<br />
"As Manbaspecut, Human Merchant is stricken by melancholy!" "Muskox has gone stark raving mad!" I think something is wrong with the human caravan...<br />
"Somebody needs to build an active volcano inside a fortress inside an active volcano." --Boksi<br />
It has stats. It can be killed.<br />
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.<br />
Thanks. I wish I had known that about three forts ago.<br />
If I ''remembered'' what the damn lever did, I'd ''pull'' it! <...pulls lever anyway...><br />
Sarvesh Ralrubal likes olivine, olivine and olivine. <br />
"So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??"<br />
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. <br />
Once saw a water skin with red beryl spikes. I still wonder how you would drink from that. <br />
Watching a kobold thief be chased by batman is very satisfying.<br />
Kol Tölunimush has been ecstatic lately. He killed somebody by accident while sparring recently. He took joy in slaughter lately. He has lost a lover to tragedy lately. He has witnessed death. He had a satisfying sparring session recently.<br />
Mew? <br />Chop!<br />
"If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons."<br />
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8<br />
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.<br />
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.<br />
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.<br />
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!<br>The Beak Dog is caught in a burst of Iron Man gas!<br>Beak Dog vomits into the Iron Man gas.<br />
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature<br />
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.<br />
Losing is [[Fun]]!!!<br>--The Motto of Dwarf Fortress<br />
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.<br />
"Bibo ergo sum. I drink, therefore I am."<br />-- Dwarven Philosopher<br />
This is a menacing iron spike. This object menaces with spikes of iron.<br />
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.<br />
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!<br />
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!<br />
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!<br />
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. <br />
Giant mole has stolen a preserved prepared giant mole lung!<br>''"Hey, I want my grandfather back!"''<br />
"You must construct additional barrels!" - [[User:Speed112]]<br />
All I want is a major river next to a volcano with flux, sand and bituminous coal.<br />
Do not taunt magma.<br />
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--KingAuggie<br />
[the cavern] is basically like the surface, except underground<br />
The fortress' randomly generated name was "Greatestfailure". <br />
"You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!" "The large copper dagger has lodged firmly in the wound!"<br />
"The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]"<br />
"Before retiring in the evening, heed my words and give yourself to volcanos" - Ted Usmokatra, law-giver<br />
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.<br />
Dwarf Fortress: You've already lost.<br />
A sober fortress makes even a mental hospital seem like a pleasant place to live.<br />
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.<br />
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.<br />
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.<br />
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd<br />
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth<br />
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel<br />
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.<br />
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!<br />
[22:57:46] <Dik_> How do I wash myself up from blood?<br>[23:06:20] <Dik_> How the fuck do I get out of the river?<br />
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.<br />
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.<br />
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature<br />
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range<br />
Fort flooded. So that's what an aquifer is. -- Exelixi<br />
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.<br />
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.<br />
Mukca: Seek this place and kill Cenäth Certaindrives the giant.<br>Knowing no mercy, Cenäth stole Fisher berry wine!<br />
We shall build a tower so tall, we will mine the very stars themselves!<br />
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.<br />
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.<br />
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin<br />
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: "Dwarf cancels Make Cloth Item: Needs 10000 plant cloth"<br />
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick<br />
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids<br />
"This is my reward for not letting us all die. I have to deal with the Nobility."<br />-- Captain Ironblood, the mayor of Nist Akath<br />
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).<br />
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci<br />
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.<br />
Dwarven... "Child Care": It's like regular childcare, except with more dogs, and less care.<br />
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.<br />
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned<br />
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag<br />
{{bugl|6817|cat=nocat}}: "Behold, mortal. I am a diving being."<br />
It was inevitable.<br />
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. <br />
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One<br />
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.<br />
No one has gone missing or died. The year is still young.<br />
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees<br />
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling<br />
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.<br />
Spring is coming, oh no, prepare the coffins! --Garath<br />
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug<br />
"I died." "The Weather looks to be fine today." "I heard that I died."<br />
Large mobs of groundhogs can still kill things they wouldn't normally kill.<br />
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! <br>Human 2: Greetings. My name is Human 2.<br />
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.<br />
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!<br />
Obok Kelzokum is interested near his own fine [[Bed]]. "I was near to my own Bed. How incredibly interesting!"<br />
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]<br />
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]<br />
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].<br />
I launched 4 dwarves into the air with a bridge and only 3 came down.<br />
If you are working with [[magma|central heating]], make sure the "hot" pipe and the "cold" pipe don't mix, or your heating system will likely not work as intended.<br />
It's no longer called magma when it reaches the surface... and melts a hundred goblins.<br />
Dwarves are like squirrels, but instead of acorns it's booze.<br />
Carp are to be feared, worshipped, and roasted with magma.<br />
It's easier to buy out a caravan than it is to take the time to shop.<br />
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]<br />
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).<br />
"In a time before time, I killed me." -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about<br />
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers<br />
Added the Giant Adder to dwarven menu. --TheCrazyHamsteR<br />
"What's the purpose of adding [[feather tree]]s to the game? To make good pillows", I think. --TheCrazyHamsteR<br />
In a time before time, somebody attacked somebody.<br />
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].<br />
"I tried to carve 'god hates this place' into the mountain. Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death" <br />
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.<br />
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube<br />
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]<br />
That's right, the undead ravens killed the entirety of the hidden fun stuff. --Loud Whispers<br />
"Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer."<br />
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.<br />
Sometimes the best trophy is your own head.<br />
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev<br />
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.<br />
Nil Aliscatten cancels make Charcoal: dangerous terrain.<br />
A Kobold Thief has made off with +Kobold Cage+!<br />
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]<br />
"In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes."<br />
Deler Kulinkeskal, Weaver is exhilarated after being attacked. "I was attacked. How exhilarating!"<br />
I wonder how the elves can eat these... *licks a leaf*<br />
Well, someone already managed to drink their sword.<br />
How is my dining room possibly this full of badgers? -Skid<br />
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron<br />
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.<br />
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR<br />
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers<br />
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin<br />
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR<br />
The Herbalist has become enraged!<br>Kadol Imushothil, Herbalist: "I got into an argument with Kol Kissrazors. I am so angry!"<br />
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): "Not a half hour ago I attacked me."<br />
Some migrants have arrived, despite the danger.<br />
"Mestthos Savotsazir, baby, has been mising for weeks!" And the babysitter still got paid.<br />
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.<br />
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!<br />
Losing is fun they said, it's the whole point they said.<br />
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): 'I think I just lost the game. EDIT: wow, just wow. Her only social skill is "Master Intimidator" all other social skills are dabbling. "ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER"'<br />
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* "Death... This is truly horrifying..." *kills another dwarf*<br />
Spearman: Greetings. My name is Kakpoth. This servant of TRANS_NAME] greets you.<br />
"ERMAHGAWD IM SO DRUNK" - Some sober human in my tavern<br />
Human Farmer: Is that a weapon? What's going on?!<br>Human Animal Caretaker (to Human Farmer): Just now Dur Leaderevens was slain by Olum Senserampaged the Fords of Passing.<br />
Where did all of these chinchilla corpses come from?<br />
Are bar brawls typically lethal? 15 dead already. --flabort<br />
The mechanics and logistics of milking a kangaroo sound excruciatingly painful for everyone involved.<br />
The Carpenter 'Jesus Christ' Thikutdesis and The Farmer 'Moses' Ezumethab have married!<br />
In the early summer of 129, Ducim Stafftender married a hen.<br />
OH GOD! THE BABIES ARE DEHYDRATING!<br />
'David' Vabokkubuk felt euphoric due to inebriation.<br />
I visited a town to kill a vampire with 98 kills. Every time I attempted to kill him he would run away and return after about 5 minutes. Every attempt caused locals to attack me and I ended up killing 12 people before getting my head impaled by a sword and died. The vampire was unharmed.<br />
The mayor has made 9 mandates in a row requesting the construction of catapult parts. Now he is prohibiting the export of all catapult parts. <br />
One of the children in my fortress became a legendary wood crafter due to a fey mood. He is also only 2 years old.<br />
"Necromancy is sort of like Jaywalking. It's not illegal, just frowned upon." - [http://www.bay12forums.com/smf/index.php?topic=136384.1785 Dwarfy]<br />
Urist McWimp, Hunter cancels Return Kill: Interrupted by a chinchilla.<br />
Dear Urist McEngineer, If you become drowsy, please wait to finish constructing your hallway of large serrated disc death BEFORE you take a nap. Your bloody, gibbed corpse will be stowed away in the refuse stockpile. --bigjaredmonkey, in the "[http://www.bay12forums.com/smf/index.php?topic=63417.msg6961519#msg6961519 Note to Urist]" topic.<br />
I once got sieged by an army of toads lead by a pyromancer. Not toadmen, not giant toads, but toads. The kind cats murder. -- [http://www.bay12forums.com/smf/index.php?topic=34430.msg6961973#msg6961973 Splint]<br />
Giant cave toads may appear as mounts during a goblin attack, where they will happily swim their way into your fortress via any unprotected waterways. If the underwater path is short enough sometimes their goblin riders even survive the trip.<br />
Is that npc humping a table?<br />
Spill the intestines of your enemy, cut them off and keep as a stinking trophy. The smell makes you feel nausea? You are not even a half as nauseous as your victim is now.<br />
a migrant with skills in surgery, butchery and bonecarving.<br>i can see how thos skills suppliment each other. synergies --Scruffy, [http://www.bay12forums.com/smf/index.php?topic=116045.msg6027592;topicseen#msg6027592 !!DRUNK FORTRESS!!]<br />
A Goblin Siege? Good, we were starting to run out of clothes.<br />
Prepared food! What do you mean prepared food?! You mean you aren't content with squatting in a dank cavern gnawing on a cold uncooked mushroom?<br />
A book called ''Into the Elf,'' sounds like a rip off of ''Fifty Shades of Gabbro.''<br />
As a necromancer, I realize not many people try cocaine, most of those people reincarnate for that very reason.<br />
{{bugl|9371|cat=nocat}} [Adventure Mode -- Eating/Drinking] The Human Pikeman Necromancer drinks the «≡steel toy hammer≡».<br />
{{bugl|2484|cat=nocat}}: Eight-legged quadruped<br />
{{bugl|9832|cat=nocat}}: Overuse of casesura and reversal in poetic forms<br />
BAHAHAHA, a goblin just got gelded by a copper mace, this game is the best.<br />
[Bug fix] Made gorlaks able to open doors, stopped desizing of their heads.<br />
{{bugl|4681|cat=nocat}}: A dwarf with a [[Strange mood|fell mood]] grabbed a ghost. It didn't get the required materials, so it grabbed another one.<br />
"You read Misconceptions About Reproduction."<br>The written portion consists of a 69 page manual entitled Misconceptions About Reproduction, authored by Lali Mobblazes.<br>It concerns the reproductive behavior of creatures. The writing is quite self-indulgent. Overall, the prose is not awful, but not very good either. --[https://youtu.be/OYnl4S10MTw?t=33m22s HUMAN ECHOES]<br />
My adventurer found a horse. I knew you couldn't ride horses so I decided to attack it for its meat. {The horse hoof strikes Ehil Casketfrgrance in the head, and the severed part sails off in arc!}<br />
Acik Citudubmith, Werewarthog: I have improved my wrestling. That was very satisfying! (...) The speardwarf stabs the werewarthog in the neck with her ({bismuth bronze spear}) and the severed part sails off in an arc! ~instant karma<br />
Pre-alpha in-dev release. <br>"Nobody on the DFHack team accepts any responsibility for anything that this program causes. It is liable to be very unstable." --japa<br />
It is terrifying.<br />
"Can you tell me where I can find me?" <br>"I don't know, and I don't know anybody that could tell you."<br />
While getting ground and pounded by a ranger, I seize him by the throat and place a chokehold, his response being to frantically punch and scratch me. Then, as we sit in a pool of our own blood frantically trying to kill one another, my opponent then looks me in the eyes and says: "Greetings. My name is Kamven Trustsystem. Let's not hurt anybody."<br />
A horse just grabbed me by the nose with it's front leg and threw me. I wish I knew horse Judo...<br />
Throwing a coat at an enemy tears their leg apart, bruising ligaments and tendons and forcing him to the ground, effectively doing more damage then if I had hacked him with an axe. Eh, seems legit.<br />
Human 2 (to Human 1): I died. It was inevitable.<br />
Dwarf Fortress isn't Dwarf Fortress unless your Trade Depot is inexplicably covered in vomit<br />
[[Tantrum]]: If you can't stand your life anymore, come for treatment to the elephants. [[Unfortunate accident|They'll gladly understand.]]<br />
Gelu Blossomedstenches the Ripe Sucker of Sacks is a marsh titan. It is the only one of its kind. A great one-eyed six-legged ankylosaurid, it has an austere look about it. Its periwinkle scales are round and close-set. Beware its fire! Gelu is associated with water, plants, nature, muck and animals.<br />
{{bugl|3299|cat=nocat}}: [Animal Populations] Blind cave bears have front toes on both front and rear feet<br />
{{bugl|2790|cat=nocat}}: [Creatures] Alligators needlessly use specific toes<br />
{{bugl|6498|cat=nocat}}: [Adventure Mode -- Conversation] Zombies start conversation with necromancer adventurer who tries to sleep in their house<br />
[http://i.imgur.com/1A5Au.jpg You get used to it. I, I don't even see the ASCII. All I see is dwarf, *floodgate*, plump helmet spawn...]<br />
{{bugl|9763|cat=nocat}} - [Dwarf Mode -- Immigration] Dwarf missing upper body, but still alive.<br />
"I plan on breeding an entire race of subservient animal people, who will comprise the main workforce of my fortress (not to mention the military)." --[http://www.reddit.com/r/dwarffortress/comments/416gqb/eugenics_a_proposal_for_breeding_a_slave_race/ High_king_of_Numenor]<br />
"Whenever I torture someone [in Adventure Mode], I like to 'slug' them. I remove their ears, nose, teeth, and tongue, and break both of their legs. I call it "slugging" because all they can do is crawl around on the floor and cry. Then I like to follow them around and talk to them about the weather." -- [http://www.reddit.com/r/dwarffortress/comments/2zilxr/the_treefondling_hippie_certainly_deserves_it/cpjoxa9/?context=1 paroonshark]<br />
"My dorfs leave this world the way they came into it: naked, screaming, and on fire." -- [http://www.reddit.com/r/dwarffortress/comments/4ci1l8/ive_been_playing_the_best_game_in_the_world_for/d1iqlbg/?context=4 speedster217]<br />
PROTIP: Make sure to melt all the fat off your body so fire-spewing enemies can't hurt you.<br />
"I see no downside towards making your own child execution chamber." -- [http://www.reddit.com/r/dwarffortress/comments/43180m/roomcarnage_the_consequences_of_mourning_spoilers/czesj2t/?context=2 aidantheman18]<br />
"I feel like in DF that beating an elf to death with his own infant is considered polite discussion." -- [http://www.reddit.com/r/dwarffortress/comments/4rlr6y/my_mayor_became_king_of_a_different_civilization/d52qn1s/ loercase]<br />
"My mayor just punched 20 zombies to death" -- [http://www.reddit.com/r/dwarffortress/comments/61zadj/my_mayor_just_punched_20_zombies_to_death_he/ Madrawn]<br />
"What's the easiest way to murder children?" -- [http://www.reddit.com/r/dwarffortress/comments/pveuj/whats_the_easiest_way_to_murder_children/ Russki]<br />
"I like to play with my food, starting with the fingers, toes, lips, ears, teeth, eyes, nose, then just randomly stabbing them until they bleed out" -- [http://www.reddit.com/r/dwarffortress/comments/4b5lw8/bandits_controlling_hillocks/d16qkym/?context=10000 DwarfTower]<br />
Death... I am not upset by this.<br />
"I made a giant statue of a dog entirely out of dog soap. It took nearly 10 years." -- [http://www.bay12forums.com/smf/index.php?topic=163866.msg7431473#msg7431473 Ironfang]<br />
"A mix between Children of Men, City of Ember, and, uh, magma."<br />
"Spearmaster stabs the Troglodyte in the left eyelid from behind with his -bronze spear-, tearing the skin!"<br />
This is a stack of 20 masterfully prepared plump helmet roast. The ingredients are masterfully minced plump helmet, masterfully minced plump helmet, masterfully minced plump helmet and masterfully minced plump helmet.<br />
Once you have entire squads of legendary axedwarves, the game changes. When a forgotten beast attacks your fortress, your first thought is: 'Ooh, we're gonna get some NICE bone bracelets outta this!'<br />
"So I embark. Immediately upon unpausing, the wagon bursts into flames and kills one of my miners." --_Naptune_<br />
{{bugl|9267|cat=nocat}}: Traders bring magma in bags<br />
{{bugl|1701|cat=nocat}}: HFS Critters attempting to clean self<br />
"Those rivers are out to get you. Why do you think you can't fast travel across them? Because it's an ambush!" -- [http://www.bay12forums.com/smf/index.php?topic=164558.msg7555694#msg7555694 Uzu Bash]<br />
"Ok, so one of the merchants who does nothing in this fortress whatsoever is hunting, that's the one who's hunting, not the 50 hunters I have in the fortress but the useless merchant, of course." -[https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash].<br />
"If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages."[http://www.bay12forums.com/smf/index.php?topic=145317.msg7472982#msg7472982 -TheFlame52]<br />
"Now, Throw it in the pile and get back to work." [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash]<br />
"Horse is hopping up and down on your mutilated body. you are deceased."<br />
"I went to a human town one day that had one of those open markets, and every one of the merchants there was a dingo man, and they are were all saying "In a time before time I attacked me." to every one around them." -- [http://www.bay12forums.com/smf/index.php?topic=164791.msg7554631#msg7554631 King Zultan]<br />
“Still, I'm curious about just what exactly drives the cohesion and otherwise lack of dickery. Is a hatred of elves and love of mushrooms really enough? Could this be the foundation for world peace?” — [http://www.bay12forums.com/smf/index.php?topic=167881.msg7595536#msg7595536 Immortal-D]<br />
apparently some of my children like to play inside the barracks, upon inspection they were all skilled axedwarves.<br />
"And there they go to the capital, with their wagons full of Delersholid's balls" [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA -Kruggsmash]<br />
I wish there were tags to follow certain materials so I can mod in that thing from Stranger Things<br />
{{bugl|10350|cat=nocat}}: Horses have objects of worship<br />
Meanwhile, bugs used as melee weapons sustain no wear at all, having tested this by using a live slug to punch a dwarf in the stomach long enough to make him explode. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9920 - Bug Report #0009920]<br />
{{bugl|8779|cat=nocat}}: Adventurer encounters naked, mute, hostile dwarven expedition leader<br />
{{bugl|10485|cat=nocat}}: Dwarf recruit insane for 33 years standing around in the wilderness, formed friendship after insanity<br />
"STEALTH WEREMAMMOTHS??!!" -- [http://www.bay12forums.com/smf/index.php?topic=141173.0 Dunamisdeos]<br />
High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!<br>High-voiced kobold spearman (to the high-cheekbones kobold wrestler): Identify yourself!<br>High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!<br />
<span style="color:#0000FF">You drink the lye.</span><br><span style="color:#808000">You feel really full.</span><br><span style="color:#0000FF">You drink the lye.</span><br><span style="color:#008000">It's too much, you might not be able to keep it down!</span><br><span style="color:#00FF00">You vomit.</span><br><span style="color:#0000FF">You drink the lye.</span><br />
I have a fort that is now a mountainhome. The king "doesn't really care about the law".<br />
Currently I am being attacked by a giant 3-eyed stick insect and a scaly, winged, blue snail. What an awesome game!<br />
In a siege I stationed my marksdwarves at the top of my wall to fire out of the fortifications. Everything was going great until they decided it would be a good idea to jump OVER the fortifications, off the wall, and into the enemy axedwarves.<br />
In the middle of a fight with a forgotten beast my axelord walked off to "Store Item in Stockpile".<br />
I may or may not have entirely filled the cavern with water. . .<br />
Hey! Why can't I trade right now? Where is my trader? Oh. Unconscious with last thought being "Euphoric after drinking". Hangover?<br />
The dwarven baby has long clean-shaven sideburns and a very long mustache and prefers dwarven beer or ale.<br />
The plum wood logs strikes the woodcutter in the left upper leg and the injured part is smashed into the body, an unrecognizable mess! An artery has been opened in the attack! The woodcutter slams into an obstacle!<br />
<span style="color:#008000">No, that's disgusting.</span><br />
There is a new King of Beasts, and its name is Badger. Tremble before it. -- Unintelligent<br />
<span style="color:#FF0000">An ambush! Curse all friends of nature!</span><br />
The last fortress I started under conditions this horrible ended with the last survivor going mad after a skeletal mandrill ate his pet kitten and going on a suicide charge into zombie elefants while naked and on fire.<br />
"I got into an argument with a cat. That was very exhilarating!"<br />
It is a blessing as much as it is depressing that you can drink your own tears.<br />
"One time, a horde of Monkeys doomed my Dwarves by stealing their supplies in mass. They died that night."<br />
"So I had my brewer go out to pick some fruits from the nearby trees to use for some quick booze production to kick start my newest fortress, but while he was standing on his stepladder he suddenly became thirsty. / I did whatever I could to try and save him, but he inevitably died of dehydrated and then fell face-first into the ground off his stepladder." -Urist commenting on "Ladderbound".<br />
"Dude, anything's possible with enough work, time, and lots of alcohol." -Dummy rambling about multiplayer.<br />
"The saddest part about this game is that it was always inevitable." -Some Nerd<br />
I saw today's quote of the day, but I have a chrome extension that changes "space" to "spaaaaace," so it said "flinging dwarves into spaaaaace."<br />
You attack the Obese Dwarven Child in the lower body with your *Iron War Hammer* but the attack glances away! <br>Obese Dwarven Child: I feel so good!<br />
I decided that each dwarf should have its own bedroom, complete with a chair, table, bed, door, and engraving. All the bedrooms are consolidated into 4–block groups. I regret.<br />
Bob McSpearman: Death is all around us. The horror... Bob McSpearman: I have improved my spear. That was very satisfying!<br />
Reg Abiriton enjoys carving buckets. He has carved an image of a bucket in hematite, an image of two buckets in obsidian, and an image of three buckets in sulphur.<br />
Segfaults in under 1min. Extermination of Gencesh Anurlem the law-giver prevents it. The mad lad is wearing gabbro blocks x3, sweet pods [4], rotten creepy crawler remains, dimple cups [7] and an exceptional iron pipe section (may vary). [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10499 - Bug Report #0010499]<br />
The Wereass Lara Rifayivu Enefilece has come! A Large ass twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow mahogany. Its brown hair is unkempt. Now you will know why you fear the night.<br />
"[…] The dwarf 'Pasal' Hatchedbody led the attack, and the defenders were led by a troll. […] The dwarf 'Pasal' Hatchedbody outmatched a troll with a cunning plan."<br />
"Fucking SLAVES! Get your Beards Back here!" ''-[[Armok]] Upon being Chained and having his Adamantine stolen by dwarves.''<br />
Playing a brown recluse spider man, boogeyman don't attack them. Decided to dance and they danced with me. They [http://imgur.com/a/yP9pdH4 think im a shit story teller]. -- [http://www.reddit.com/r/dwarffortress/comments/bgz7hd/i_found_out_why_there_called_boogeymen/ Sabata11792]<br />
{{bugl|11106|cat=nocat}} [adventure mode][General] Adventurer suddenly turned into a chinchilla<br />
{{bugl|11074|cat=nocat}} Infinitely dripping pets?<br />
{{bugl|11095|cat=nocat}} Statue of Pet Sheep Shows Sheep Owning Dwarf<br />
Related Historical Figures: Rope, object of worship<br />
"We need more fatal beatings!" -[[TrevorBOB9]]<br />
"I've been wounded. No, that's not annoying." -Rakust Beradil<br />
"I'm flooding my fortress because I've decided enough is enough. On the plus side, my mist generator is working now." -[[TrevorBOB9]]<br />
<br />
<noinclude><!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) -->|(\n)|$1#}}</noinclude></div>
Loci
https://dwarffortresswiki.org/index.php?title=Entity_token&diff=247243
Entity token
2019-09-28T17:48:57Z
<p>Loci: rv</p>
<hr />
<div>{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}<br />
{{av}}<br />
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.<br />
<br />
<br />
== Gameplay ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}<br />
| order<br />
| Allows adventure mode for entities with sites. Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.<br />
<br />
[ADVENTURE_TIER:4]<br />
<br />
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.<br />
<br />
|-<br />
| {{text anchor|INDIV_CONTROLLABLE}}<br />
| <br />
| Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.<br />
<br />
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] OUTSIDER_CONTROLLABLE.<br />
<br />
|-<br />
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}<br />
| <br />
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| creature<br />
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. <br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| integer (or generic token?)<br />
| Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].<br />
<br />
|}<br />
<br />
== Placement ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|BIOME_SUPPORT}}<br />
|<br />
* [[Biome token|biome]]<br />
* frequency<br />
| Higher numbers make the entity more likely to settle there.<br />
[BIOME_SUPPORT:ANY_GRASSLAND:4]<br />
<br />
|-<br />
| {{text anchor|START_BIOME}}<br />
| [[Biome token|biome]]<br />
| Birth of the civilization can be performed in this biome.<br />
[START_BIOME:ANY_FOREST]<br />
<br />
|-<br />
| {{text anchor|EXCLUSIVE_START_BIOME}}<br />
| [[Biome token|biome]]<br />
| Birth of the civilization only occurs in this biome.<br />
[EXCLUSIVE_START_BIOME:MOUNTAIN]<br />
<br />
|-<br />
| {{text anchor|SETTLEMENT_BIOME}}<br />
| [[Biome token|biome]]<br />
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME. Used for dwarven hillocks.<br />
[SETTLEMENT_BIOME:ANY_GRASSLAND]<br />
<br />
|-<br />
| {{text anchor|DEFAULT_SITE_TYPE}}<br />
| site type<br />
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].<br />
[DEFAULT_SITE_TYPE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|LIKES_SITE}}<br />
| site type<br />
| Most residents will try to move to this site type, unless already at one.<br />
[LIKES_SITE:CAVE_DETAILED]<br />
<br />
|-<br />
| {{text anchor|TOLERATES_SITE}}<br />
| site type<br />
| Some residents will try to move to this site type, unless already at one.<br />
[TOLERATES_SITE:CITY]<br />
<br />
|-<br />
| {{text anchor|WORLD_CONSTRUCTION}}<br />
| construction<br />
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.<br />
[WORLD_CONSTRUCTION:BRIDGE]<br />
[WORLD_CONSTRUCTION:ROAD]<br />
[WORLD_CONSTRUCTION:TUNNEL]<br />
[WORLD_CONSTRUCTION:WALL]<br />
<br />
|}<br />
<br />
== Population ==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|MAX_POP_NUMBER}}<br />
| number<br />
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.<br />
[MAX_POP_NUMBER:500]<br />
<br />
|-<br />
| {{text anchor|MAX_SITE_POP_NUMBER}}<br />
| number <br />
| Max historical population per individual site. Defaults to 50.<br />
[MAX_SITE_POP_NUMBER:200]<br />
<br />
|-<br />
| {{text anchor|MAX_STARTING_CIV_NUMBER}}<br />
| number<br />
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws. Once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.<br />
[MAX_STARTING_CIV_NUMBER:3]<br />
<br />
|}<br />
<br />
== Flavor ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|PERMITTED_BUILDING}}<br />
| building name <br />
| The named, custom building can be built by a civilization in Fortress Mode.<br />
[PERMITTED_BUILDING:SOAP_MAKER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_JOB}}<br />
| [[Unit type token|profession]]<br />
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.<br />
[PERMITTED_JOB:MINER]<br />
<br />
|-<br />
| {{text anchor|PERMITTED_REACTION}}<br />
| reaction name <br />
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.<br />
[PERMITTED_REACTION:TAN_A_HIDE]<br />
<br />
|-<br />
| {{text anchor|CURRENCY_BY_YEAR}}<br />
| <br />
| Causes the civ's currency to be numbered with the year it was minted.<br />
<br />
|-<br />
| {{text anchor|CURRENCY}}<br />
|<br />
* inorganic material<br />
* value<br />
| What kind of metals the civ uses for coin minting as well as the value of the coin.<br />
[CURRENCY:SILVER:5]<br />
<br />
|-<br />
| {{text anchor|ART_FACET_MODIFIER}}<br />
|<br />
* type<br />
* number<br />
| OWN_RACE, FANCIFUL, EVIL, GOOD<br />
Number goes from 0 to 25600 where 256 is the default.<br />
[ART_FACET_MODIFIER:OWN_RACE:512]<br />
<br />
|-<br />
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| CREATURE, PLANT, TREE, SHAPE, ITEM<br />0-25600<br />
<br />
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.<br />
<br />
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]<br />
<br />
|-<br />
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}<br />
|<br />
* item<br />
* number<br />
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE<br />0-25600<br />
<br />
Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes".<br />
<br />
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]<br />
<br />
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.<br />
<br />
|-<br />
| {{text anchor|TRANSLATION}}<br />
| language<br />
| What language raw the entity uses.<br />
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.<br />
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.<br />
[TRANSLATION:DWARF]<br />
<br />
|-<br />
| {{text anchor|SELECT_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR<br />
Causes the entity to more often use these symbols in the particular SYM set.<br />
[SELECT_SYMBOL:ALL:PEACE]<br />
<br />
|-<br />
| {{text anchor|SUBSELECT_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
<br />
|-<br />
| {{text anchor|CULL_SYMBOL}}<br />
|<br />
* noun<br />
* symbol<br />
| Causes the entity to not use the words in these SYM sets.<br />
[CULL_SYMBOL:ALL:UGLY]<br />
<br />
|-<br />
| {{text anchor|FRIENDLY_COLOR}}<br />
| see [[color]]<br />
|<br />
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.<br />
<br />
[FRIENDLY_COLOR:1:0:1]<br />
<br />
|}<br />
<br />
== Religion ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|RELIGION}}<br />
| type<br />
|<br />
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.<br />
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.<br />
<br />
[RELIGION:PANTHEON]<br />
<br />
|-<br />
| {{text anchor|RELIGION_SPHERE}}<br />
| sphere<br />
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere (if relevant to modding) not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favors the appearance of necromancers (and therefore, towers) in the race.<br />
<br />
[RELIGION_SPHERE:FORTRESSES]<br />
<br />
|-<br />
| {{text anchor|SPHERE_ALIGNMENT}}<br />
|<br />
* type<br />
* number<br />
|<br />
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.<br />
<br />
[SPHERE_ALIGNMENT:TREES:512]<br />
<br />
|}<br />
<br />
== Leadership ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|POSITION}}<br />
| string<br />
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].<br />
<br />
|-<br />
| {{text anchor|LAND_HOLDER_TRIGGER}}<br />
|<br />
* land holder number<br />
* population<br />
* wealth exported<br />
* created wealth<br />
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.<br />
<br />
|-<br />
| {{text anchor|SITE_VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|VARIABLE_POSITIONS}}<br />
| Position responsibility or ALL<br />
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.<br />
<br />
|}<br />
<br />
== Behavior ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ETHIC}}<br />
| <br />
*behavior<br />
*reaction<br />
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.<br />
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]<br />
<br />
|-<br />
| {{text anchor|VALUE}}<br />
| <br />
*value<br />
*number<br />
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).<br />
[VALUE:CRAFTSMANSHIP:50]<br />
<br />
|-<br />
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}<br />
|<br />
*value or ALL<br />
*min<br />
*max<br />
| Makes values randomized rather than specified.<br />
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.<br />
<br />
<br />
|-<br />
| {{text anchor|WILL_ACCEPT_TRIBUTE}}<br />
| <br />
| Makes the civ's traders accept offered goods.<br />
<br />
|-<br />
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}<br />
| <br />
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.<br />
<br />
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}<br />
<br />
|-<br />
| {{text anchor|ABUSE_BODIES}}<br />
| <br />
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.<br />
<br />
|-<br />
| {{text anchor|ACTIVE_SEASON}}<br />
| season<br />
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.<br />
[ACTIVE_SEASON:AUTUMN]<br />
<br />
|-<br />
| {{text anchor|AMBUSHER}}<br />
| <br />
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
|<br />
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.<br />
<br />
|-<br />
| {{text anchor|BABYSNATCHER}}<br />
|<br />
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.<br />
<br />
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}<br />
| <br />
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}<br />
<br />
|-<br />
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}<br />
| <br />
| Makes the civilization build tombs.<br />
<br />
|-<br />
| {{text anchor|BANDITRY}}<br />
| percentage<br />
| Sets a percentage of the entity population to be used as bandits.<br />
<br />
|-<br />
| {{text anchor|DIPLOMAT_BODYGUARDS}}<br />
|<br />
| Visiting diplomats are accompanied by a pair of soldiers.<br />
|-<br />
| {{text anchor|GENERATED}}<br />
|<br />
| Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}<br />
|<br />
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}<br />
<br />
|-<br />
| {{text anchor|ITEM_THIEF}}<br />
|<br />
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.<br />
<br />
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.<br />
<br />
|-<br />
| {{text anchor|LOCAL_BANDITRY}}<br />
|<br />
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_BODYGUARDS}}<br />
|<br />
| Caravan merchants are accompanied by soldiers.<br />
<br />
|-<br />
| {{text anchor|MERCHANT_NOBILITY}}<br />
|<br />
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}<br />
| level<br />
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}<br />
| level<br />
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE}}<br />
| level<br />
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}<br />
| level<br />
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.<br />
<br />
|-<br />
| {{text anchor|SIEGER}}<br />
|<br />
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for "first contact" are reached.<br />
<br />
|-<br />
| {{text anchor|SITE_GUARDIAN}}<br />
|<br />
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]]. Used in generated divine entities. <br />
<br />
|-<br />
| {{text anchor|SKULKING}}<br />
|<br />
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.<br />
<br />
|-<br />
| {{text anchor|TREE_CAP_DIPLOMACY}}<br />
|<br />
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.<br />
<br />
|-<br />
| {{text anchor|LAYER_LINKED}}<br />
| <br />
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.<br />
<br />
|-<br />
| {{text anchor|UNDEAD_CANDIDATE}}<br />
|<br />
| Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode.<br />
<br />
|-<br />
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}<br />
|<br />
| Makes civilizations generate the given instruments/forms.<br />
<br />
|-<br />
| {{text anchor|SCHOLAR}}{{version|0.42.01}}<br />
| scholar type<br />
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER<br />
<br />
|-<br />
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}<br />
|<br />
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.<br />
<br />
|-<br />
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}<br />
|<br />
| Used for kobolds.<br />
<br />
|}<br />
<br />
== Available resources ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|AMMO}}<br />
| item token<br />
| <br />
[AMMO:ITEM_AMMO_BOLTS]<br />
<br />
|-<br />
| {{text anchor|ARMOR}}<br />
|<br />
* item token<br />
* rarity<br />
|Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]<br />
<br />
|-<br />
| {{text anchor|DIGGER}}<br />
| item token<br />
| Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].<br />
[DIGGER:ITEM_WEAPON_PICK]<br />
<br />
|-<br />
| {{text anchor|GLOVES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]<br />
<br />
|-<br />
| {{text anchor|HELM}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[HELM:ITEM_HELM_HELM:COMMON]<br />
<br />
|-<br />
| {{text anchor|INSTRUMENT}}<br />
| item token<br />
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.<br />
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]<br />
<br />
|-<br />
| {{text anchor|PANTS}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[PANTS:ITEM_PANTS_PANTS:COMMON]<br />
<br />
|-<br />
| {{text anchor|SHIELD}}<br />
| item token<br />
| <br />
[SHIELD:ITEM_SHIELD_SHIELD]<br />
<br />
|-<br />
| {{text anchor|SHOES}}<br />
|<br />
* item token<br />
* rarity<br />
| Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).<br />
[SHOES:ITEM_SHOES_SHOES:COMMON]<br />
<br />
|-<br />
| {{text anchor|SIEGEAMMO}}<br />
| item token<br />
| <br />
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]<br />
<br />
|-<br />
| {{text anchor|TOOL}}<br />
| item token<br />
| <br />
[TOOL:ITEM_TOOL_NEST_BOX]<br />
<br />
|-<br />
| {{text anchor|TOY}}<br />
| item token<br />
| <br />
[TOY:ITEM_TOY_PUZZLEBOX]<br />
<br />
|-<br />
| {{text anchor|TRAPCOMP}}<br />
| item token<br />
| <br />
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]<br />
<br />
|-<br />
| {{text anchor|WEAPON}}<br />
| item token<br />
| <br />
[WEAPON:ITEM_WEAPON_AXE_BATTLE]<br />
<br />
|-<br />
| {{text anchor|USE_ANIMAL_PRODUCTS}}<br />
|<br />
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.<br />
<br />
|-<br />
| {{text anchor|USE_ANY_PET_RACE}}<br />
| <br />
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.<br />
<br />
|-<br />
| {{text anchor|USE_CAVE_ANIMALS}}<br />
|<br />
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_ANIMALS}}<br />
|<br />
| Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_PLANTS}}<br />
|<br />
| As EVIL creatures for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_EVIL_WOOD}}<br />
|<br />
| As EVIL creatures for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_ANIMALS}}<br />
|<br />
| Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_PLANTS}}<br />
|<br />
| As GOOD creatures for all uses of plants.<br />
<br />
|-<br />
| {{text anchor|USE_GOOD_WOOD}}<br />
|<br />
| As GOOD creatures for all uses of wood.<br />
<br />
|-<br />
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}<br />
|<br />
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_MOUNT}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PACK}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PET}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC_PULL}}<br />
|<br />
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.<br />
<br />
|-<br />
| {{text anchor|RIVER_PRODUCTS}}<br />
|<br />
| Allow civ to use river products in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|OCEAN_PRODUCTS}}<br />
|<br />
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).<br />
<br />
|-<br />
| {{text anchor|INDOOR_FARMING}}<br />
| <br />
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_FARMING}}<br />
|<br />
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.<br />
<br />
|-<br />
| {{text anchor|INDOOR_GARDENS}}<br />
| <br />
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_GARDENS}}<br />
|<br />
| Allow civ to use outdoor plant growths in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_ORCHARDS}}<br />
|<br />
| Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_ORCHARDS}}<br />
|<br />
| Allows civ to use outdoor tree growths in the goods it has available for trade.<br />
<br />
|-<br />
| {{text anchor|CLOTHING}}<br />
|<br />
| Civ members will attempt to wear clothing.<br />
<br />
|-<br />
| {{text anchor|SUBTERRANEAN_CLOTHING}}<br />
|<br />
| Will wear things made of spider silk and other subterranean materials. <br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}<br />
|<br />
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.<br />
<br />
|-<br />
| {{text anchor|IMPROVED_BOWS}}<br />
|<br />
| Adds decorations to weapons generated for bowman and master bowman. An elf hack.<br />
<br />
|-<br />
| {{text anchor|METAL_PREF}}<br />
|<br />
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.<br />
<br />
|-<br />
| {{text anchor|STONE_PREF}}<br />
|<br />
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.<br />
<br />
|-<br />
| {{text anchor|WOOD_WEAPONS}}<br />
|<br />
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.<br />
<br />
|-<br />
| {{text anchor|WOOD_ARMOR}}<br />
|<br />
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.<br />
<br />
|-<br />
| {{text anchor|GEM_PREF}}<br />
|<br />
| Enables creatures of this entity to bring gems in trade.<br />
<br />
|-<br />
| {{text anchor|INDOOR_WOOD}}<br />
| <br />
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.<br />
<br />
|-<br />
| {{text anchor|OUTDOOR_WOOD}}<br />
|<br />
| Allow civ to use outdoor wood types, such as mangrove and oak.<br />
<br />
|-<br />
| {{text anchor|GEM_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Precious gems cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|STONE_SHAPE}}<br />
| [[Descriptor shape token|shape]]<br />
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CLOTHING}}<br />
|<br />
| Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_CRAFTS}}<br />
|<br />
| Allows civ to use materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_WEAPONS}}<br />
|<br />
| Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities.<br />
<br />
|-<br />
| {{text anchor|DIVINE_MAT_ARMOR}}<br />
|<br />
| Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities.<br />
<br />
|}<br />
<br />
== Animal definitions ==<br />
<br />
{{version|0.44.01}}<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|ANIMAL}}<br />
|<br />
| Start an animal definition.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_TOKEN}}<br />
| [[creature token]]<br />
| Select specific creature.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CASTE_TOKEN}}<br />
| [[Caste|creature caste token]]<br />
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.<br />
<br />
|-<br />
| {{text anchor|ANIMAL_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Select creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}<br />
| [[Creature token#CREATURE_CLASS|creature class]]<br />
| Forbid creature castes with this creature class (multiple uses allowed).<br />
<br />
|-<br />
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}<br />
|<br />
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. <br />
<br />
|-<br />
|<br />
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}<br />
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}<br />
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}<br />
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}<br />
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}<br />
|<br />
| Override creature usage tokens. Respectively:<br />
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]<br />
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]<br />
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]<br />
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]<br />
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]<br />
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.<br />
<br />
|}<br />
<br />
== Tissue styling-related tokens ==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE}}<br />
| tissue style unit ID<br />
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.<br />
<br />
|-<br />
| {{text anchor|TS_MAINTAIN_LENGTH}}<br />
|<br />
* minimum length?<br />
* maximum length?<br />
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.<br />
Dwarves have their beards set to 100:NONE by default.<br />
<br />
|-<br />
| {{text anchor|TS_PREFERRED_SHAPING}}<br />
| styling token<br />
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.<br />
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.<br />
<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Entity token]]</div>
Loci
https://dwarffortresswiki.org/index.php?title=Cavern&diff=247242
Cavern
2019-09-28T17:45:43Z
<p>Loci: rv</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional}}<br />
{{minorspoiler}}<br />
[[File:Cavern 2014.png|thumb|350px|A cavern found underground.]]<br />
<br />
''Not to be confused with [[Cave]].''<br />
<br />
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and just about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.<br />
<br />
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.<br />
<br />
Upon reclaiming a fort, all mud in the caverns is removed.<br />
<br />
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''<br />
<br />
==Geography==<br />
The top of the first cavern usually resides about 10-11 z-levels below the surface.<br />
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.<br />
<br />
The average amount of water cavern layers feature depends on your world generation settings, specifically<br />
<br />
[CAVERN_LAYER_WATER_MIN:0]<br />
<br />
[CAVERN_LAYER_WATER_MAX:100]<br />
<br />
Beneath the third layer lies the [[magma sea]].<br />
<br />
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - 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 levels than this.<br />
<br />
===Features===<br />
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.<br />
<br />
'''[[Deep pit]]s:''' Deep pits are... deep pits, that connect one cavern level to the next. They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.<br />
<br />
If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. This may be a bug.<br />
<br />
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random. A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.<br />
<br />
'''[[Passage]]s:'''<br />
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.<br />
<br />
==Wildlife==<br />
A number of [[vermin]] and [[creature]]s can only be found in subterranean biomes, at certain cavern levels. Cavern creatures seem to follow different rules from above-ground creatures - their population numbers are usually far more than their [[Raw file|raws]] imply, and alignment plays no role in whether they can be found in the map or not. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of the actual [[surroundings]].<br />
<br />
[[Forgotten beast]]s are a special type of procedurally-generated [[megabeast]] found only in caverns, and may invade your map from any of the three cavern levels.<br />
<br />
===Creatures===<br />
{| class="wikitable"<br />
! Name<br />
! Level 1 !! Level 2 !! Level 3 !! Level 4<br />
|-<br />
| {{Tile|M|5:1}} [[Amethyst man]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|a|6:0}} [[Amphibian man]]<sup>1</sup><br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|a|0:1}} [[Antman]]<sup>1</sup><br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|b|0:1}} [[Bat man]]<sup>1</sup><br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|B|7:1}} [[Blind cave bear]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|O|7:1}} [[Blind cave ogre]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|M|4:0}} [[Blood man]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|b|5:0}} [[Bugbat]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|o|6:1}} [[Cave blob]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|C|7:0}} [[Cave crocodile]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|D|7:1}} [[Cave dragon]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|f|7:1}} [[Cave fish man]]<sup>1</sup><br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|f|6:1}} [[Cave floater]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|s|0:1}} [[Cave swallow man]]<sup>1</sup><br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|e|7:1}} [[Creeping eye]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|c|4:0}} [[Crundle]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|D|6:1}} [[Draltha]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|d|7:0}} [[Drunian]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|E|6:0}} [[Elk bird]]<br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|i|6:1}} [[Fire imp]]<br />
| {{check}} || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|M|4:1}} [[Fire man]]<br />
| || || {{check}} || {{check}}<br />
|-<br />
| {{Tile|o|6:0}} [[Flesh ball]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|%|7:0}} [[Floating guts]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|M|0:1}} [[Gabbro man]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|B|0:1}} [[Giant bat]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|S|7:0}} [[Giant cave spider]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|C|0:1}} [[Giant cave swallow]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|T|7:0}} [[Giant cave toad]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|W|6:0}} [[Giant earthworm]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|m|6:0}} [[Giant mole]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|O|7:1}} [[Giant olm]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|R|6:0}} [[Giant rat]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|g|6:1}} [[Gorlak]]<br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|G|2:1}} [[Green devourer]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|g|2:1}} [[Gremlin]]<br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|s|7:1}} [[Helmet snake]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|h|0:1}} [[Hungry head]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|M|0:1}} [[Iron man]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|J|5:1}} [[Jabberer]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|r|6:0}} [[Large rat]]<br />
| {{check}} || || || <br />
|-<br />
| {{Tile|C|0:1}} [[Magma crab]]<br />
| || || {{check}} || {{check}}<br />
|-<br />
| {{Tile|M|4:1}} [[Magma man]]<br />
| || || {{check}} || {{check}}<br />
|-<br />
| {{Tile|m|6:0}} [[Manera]]<br />
| || {{check}} || || <br />
|-<br />
| {{Tile|M|4:1}} [[Molemarian]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|M|6:0}} [[Mud man]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|n|4:1}} [[Naked mole dog]]<br />
| {{check}} || || || <br />
|-<br />
| {{Tile|o|7:1}} [[Olm man]]<sup>1</sup><br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|m|5:0}} [[Plump helmet man]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|p|1:1}} [[Pond grabber]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|R|7:0}} [[Reacher]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|r|2:0}} [[Reptile man]]<sup>1</sup><br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|r|0:1}} [[Rodent man]]<sup>1</sup><br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|R|7:0}} [[Rutherer]]<br />
| || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|s|7:1}} [[Serpent man]]<sup>1</sup><br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|t|6:0}} [[Troglodyte]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|T|0:1}} [[Troll]]<br />
| {{check}} || {{check}} || {{check}} || <br />
|-<br />
| {{Tile|C|1:0}} [[Voracious cave crawler]]<br />
| || {{check}} || {{check}} || <br />
|}<br />
<br />
:<sup>1</sup> [[Animal people#Subterranean animal people|Subterranean animal people]] live in pre-existing "camps" and do not move in/out of caverns like other creatures. If they weren't there from the start, they will never be encountered, and if every animal man present is killed, they will ''not'' reappear from the edge of the map.<br />
<br />
===Vermin===<br />
{| class="wikitable"<br />
! Name<br />
! Level 1 !! Level 2 !! Level 3 !! Level 4<br />
|-<br />
| {{Tile|∙|0:1}} [[Bat]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|∙|2:0}} [[Cap hopper]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|α|7:1}} [[Cave fish]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|¥|7:1}} [[Cave lobster]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|∙|7:0}} [[Cave spider]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|∙|0:1}} [[Cave swallow]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|*|6:0}} [[Creepy crawler]]<br />
| || || {{check}} || <br />
|-<br />
| {{Tile|∙|6:1}} [[Fire snake]]<br />
| || {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|∙|7:1}} [[Olm]]<br />
| {{check}} || {{check}} || || <br />
|-<br />
| {{Tile|{|7:1}} [[Purring maggot]]<br />
| || {{check}} || {{check}} || <br />
|}<br />
<br />
==Vegetation==<br />
Any cavern layer without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s.<br />
<br />
Removing a layer will cause the layer above to randomly pick from trees that the now-removed layer could have handled and that the layer above can handle.<br />
<br />
===Shrubs===<br />
{| class="wikitable"<br />
! Name<br />
! Level 1 !! Level 2 !! Level 3<br />
|-<br />
| {{Tile|:|7:1}} [[Cave wheat]]<br />
| {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|:|1:1}} [[Dimple cup]]<br />
| {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|:|7:0}} [[Pig tail]]<br />
| {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|:|5:0}} [[Plump helmet]]<br />
| {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|:|7:0}} [[Quarry bush]]<br />
| {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|:|4:1}} [[Sweet pod]]<br />
| {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
===Trees===<br />
{| class="wikitable"<br />
! Name<br />
! Level 1 !! Level 2 !! Level 3<br />
|-<br />
| {{Tile|♠|7:1}} [[Tower-cap]]<br />
| {{check}} || {{check}} || <br />
|-<br />
| {{Tile|♣|6:1}} [[Fungiwood]]<br />
| {{check}} || {{check}} || <br />
|-<br />
| {{Tile|♠|4:1}} [[Goblin-cap]]<br />
| || {{check}} || {{check}}<br />
|-<br />
| {{Tile|♣|3:0}} [[Spore tree]]<br />
| || {{check}} || {{check}}<br />
|-<br />
| {{Tile|♠|0:1}} [[Black-cap]]<br />
| || {{check}} || {{check}}<br />
|-<br />
| {{Tile|│|5:1}} [[Tunnel tube]]<br />
| || {{check}} || {{check}}<br />
|-<br />
| {{Tile|♠|1:0}} [[Nether-cap]]<br />
| || || {{check}}<br />
|-<br />
| {{Tile|╡|4:0}} [[Blood thorn]]<br />
| || || {{check}}<br />
|}<br />
<br />
===Grasses===<br />
{| class="wikitable"<br />
! Name<br />
! Level 1 !! Level 2 !! Level 3<br />
|-<br />
| {{Tile|.|3:1}} [[Cave moss]]<br />
| {{check}} || {{check}} || {{check}}<br />
|-<br />
| {{Tile|.|7:1}} [[Floor fungus]]<br />
| {{check}} || {{check}} || {{check}}<br />
|}<br />
<br />
==Dangers==<br />
There are many, many <s>dangerous</s> [[fun]] [[animal]]s in a cavern, including [[giant cave spider]]s, [[giant olm]]s, [[troll]]s and [[cave crocodile]]s, but even the seemingly [[gremlin|harmless ones]] can provide great [[Stupid_dwarf_trick#Self_Destruct_Lever|fun]].<br />
<br />
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three.<br />
<br />
[[Hungry head|Flying creatures]] can <s>ruin your day</s> [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures). Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both a [[Silk|benefit]] and a hazard.<br />
<br />
Opening the caverns will make it possible for your fortress to be attacked by [[forgotten beast]]s, which range in lethality from "not much" to "nigh unkillable".<br />
<br />
One thing you really have to watch out for is having your main stairwell lead into a cavern. It doesn't have to be so walking creatures can get in, but just so there's an open hole. Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination. When this happens it can lead to all your dwarves starving themselves to death. Only build stairs on the side, preferably with a hatch.<br />
<br />
And of course, digging too deep will lead the player to encounter certain [[Demon|overwhelmingly fun things]].<br />
<br />
==Benefits==<br />
Caverns provide ever-regenerating resources in the form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark. However this is a moot point, as without mods, dwarven civilizations only use indoor farming, and so will never form. Worldgen will stall without a usable dwarven civilization.<br />
<br />
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.<br />
<br />
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt most non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Creatures with the ability to climb or jump, however, tend to eventually figure out a way down, so prepare for these accordingly. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.<br />
<br />
NOTE: walls come with floors above them, which means that creatures may still spawn on top of the wall and interrupt jobs, or not spawn where you want them to (if you are trying to wall off most entrances and leave a few designated entrances with cage traps). So fortifications without floors on top of them should be built instead to seal an entrance from ground creatures. Also avoid completely walling off all ground creatures with only 1 floor of walls; the game will spawn flying creatures if ground creatures cannot be spawned.<br />
<br />
===Creatures===<br />
[[Cage trap]]s placed in the caverns can capture wild animals to potentially [[animal trainer|tame]]. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.<br />
<br />
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome, and possibly changing the creature from an egg-layer to a live-birther.<br />
<br />
==When should I start exploring?==<br />
One standard approach is to wait until you have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. A decent military should be able to handle the cavern fauna, assuming they're not busy dealing with surface [[invader]]s.<br />
<br />
Alternatively, you might want to breach the caverns as early as possible, then wall off the entrance. Doing so has several benefits: it will allow you to plan your fortress layout around the underground features, release the spores necessary for an underground [[tree farm]], prevent a calamitous discovery later when [[forgotten beast|powerful enemies]] lie in wait, and minimize the amount of time invested if the caverns prove unsuitable. You can of course continue to explore a cavern without a military, but you will likely get a bunch of dwarves killed.<br />
<br />
Another alternative approach is to breach the caverns on a separate tunnel from your main fortress, so that beasts found inside have to path through the surface to reach your citizens, much in the way regular wild animals and invaders have to. Watch out for automatically created 'collect silk' jobs though, since dwarves assigned to them will be all the more in danger.<br />
<br />
Not all parts of a cavern are immediately visible; a good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also <br />
very <s>dangerous</s> fun.<br />
<br />
==Methods of exploration==<br />
:''This section covers methods to explore already-discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''<br />
<br />
There are many different methods of exploring, some less [[fun]] than others.<br />
<br />
'''Military squads''': You can order your [[squads]] into the cavern with move orders. This way you can have dwarves manually explore the cavern by foot. The caverns are dangerous and unpredictable; well equipped dwarves will live longer. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.<br />
<br />
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, then wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.<br />
<br />
'''Monster slayers''': Once you've discovered a cavern, a steady stream of wandering [[monster slayer]]s will come to your fort, [[petition]]ing you for the right to live there and kill the awful horrors that live beneath your feet. While it's best not to rely on them to actually keep your fort safe from deep trouble, they actually do a pretty solid job of mapping out your caverns for you. Just be sure to keep [[cage trap]]s and sane armed guards at whatever access route you choose to leave open so your slayers can reach their tasty slayables.<br />
<br />
'''Lone woodcutter''': Most cavern creatures are not faster than a normal dwarf, so it may be safer to send out a civilian woodcutter to cut 1 tree at where you want to explore. Unlike exploring with an early unarmed military team that will suicide against [[jabberer]]s, a woodcutter will actually run away when confronted by hostile creatures. Cavern creatures also tend to give up the chase after a while, provided you can dodge the few hits they rarely get in if they catch up (not a problem if your explorer has moderate dodging skill).<br />
<br />
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].<br />
<br />
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall. The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.<br />
<br />
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.<br />
<br />
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.<br />
<br />
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.<br />
<br />
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.<br />
<br />
This method works in conjunction with the "Digging from above" method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. The Dwarf Fortress Wiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.<br />
<br />
==Adventurer mode==<br />
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it. The dangers are obvious; Nasty creatures, pitfalls, etc. But you also have to watch out because you can't fast-travel underground, unless you are on a generated dwarven road. That means no easy healing, so you have to be very careful. Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back. Worse, there are tribes of animal men underground, and unlike in the good old days they'll attack on sight. If you're lucky, you'll find a [[gremlin]] or other non-hostile intelligent wildlife, and those can potentially be recruited. Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns. You're on your own against [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]], unless you brought or find allies. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.<br />
<br />
==Caravan and embark item availability==<br />
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level. Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}. A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.<br />
<br />
{{Translation| dwarven = kor | elvish = nunòre | goblin = aspâd | human = rushan}}<br />
<br />
{{World|Biomes}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Civilization&diff=247241
Civilization
2019-09-28T17:43:23Z
<p>Loci: probably best not to "fix" something you don't understand; rv</p>
<hr />
<div>{{Quality|Masterwork|17:28, 28 July 2018 (UTC)}}<br />
{{av}}<br />
<br />
A '''civilization''', also known as an '''entity''', is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].<br />
<br />
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].<br />
<br />
Only dwarven civilizations are currently playable by default; to play as other civilizations requires [[modding]].<br />
<br />
[[File:civs.jpg|thumb|400px|right|Many, many ancient civilizations.]]<br />
<br />
==Types of civilizations==<br />
===Mountain===<br />
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.<br />
<br />
===Plains===<br />
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.<br />
<br />
===Forest===<br />
The '''forest civilization''' is established by the [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.<br />
<br />
===Evil===<br />
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and <s>rescuing</s> [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.<br />
<br />
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].<br />
<br />
===Skulking===<br />
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.<br />
<br />
===Subterranean animal people===<br />
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:<br />
<br />
*{{Tile|a|6:0}} [[Amphibian man]]<br />
*{{Tile|a|0:1}} [[Antman]]<br />
*{{Tile|b|0:1}} [[Bat man]]<br />
*{{Tile|f|7:1}} [[Cave fish man]]<br />
*{{Tile|s|0:1}} [[Cave swallow man]]<br />
*{{Tile|o|7:1}} [[Olm man]]<br />
*{{Tile|r|2:0}} [[Reptile man]]<br />
*{{Tile|r|0:1}} [[Rodent man]]<br />
*{{Tile|s|7:1}} [[Serpent man]]<br />
<br />
==Dead and struggling civilizations==<br />
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.<br />
<br />
In fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.<br />
If you are embarking as a dead or struggling civilization, you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:<br />
<br />
===Struggling===<br />
*Dwarven caravan may appear, but may also be absent for one or several years at a time.<br />
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.<br />
*Migrants should arrive as normal.<br />
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.<br />
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.<br />
<br />
===Dead===<br />
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.<br />
*Only two migrant waves, no more.<br />
*No dwarven caravans, ever.<br />
*No monarch in the fortress or out in the world, ever.<br />
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.<br />
<br />
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}<br />
<br />
==Fortress Mode==<br />
As of version 44.11, there exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations. <br />
<br />
===World===<br />
The world map can be accessed by pressing {{k|w}} from the [[Civilization and World Info]] menu. Use the cursor keys to navigate around the map and view other lands.<br />
<br />
===Missions===<br />
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[Civilization and World Info]] screen (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. ([[DF2014:Mission|Mission Page]])<br />
<br />
===News and Rumors===<br />
News and rumors can be accessed from the [[Civilization and World Info]] menu by pressing {{k|n}}. Display items include:<br />
* Armies and settlers on the move as moving dots (The dots start at one location and move to a destination)<br />
* O - Towns that were conquered<br />
* A - Red: Towns that were attacked <br />
* A - Yellow: An artifact's last known location<br />
* R - Refugees fleeing an army<br />
* P - Political event<br />
<br />
===People===<br />
The People view can be accessed by pressing {{k|p}} from the [[Civilization and World Info]] menu. It lists the recoverable missing citizens, as well as prisoners in other [[site]]s that you may rescue yourself.<br />
<br />
===Artifacts===<br />
The Artifacts view can be accessed by pressing {{k|a}} from the [[Civilization and World Info]] menu. It lists all known artifacts. Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}<br />
<br />
===Civilizations===<br />
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization and World Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.<br />
<br />
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at "peace" with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins. If you view your trade agreements with a civilization you are at war with the imports will be terror and the offerings will be vengeance. Do note that it is possible to be at war with your own civ, this is often caused by [[Mission|raids]].<br />
<br />
Be aware that "neighbors" on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.<br />
<br />
===Holdings and Tribute===<br />
Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol (Ex: {{Tile|T|3:1}}) surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color. Your tributaries will be a "T" surrounded by gray. Occupied tributaries will be an "O" surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an "E" surrounded by green.<br />
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]<br />
{{World}}<br />
{{Category|World}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=Steel&diff=246895
Steel
2019-09-13T02:28:23Z
<p>Loci: rv to previous calculations (see talk)</p>
<hr />
<div>{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}<br />
{{Alloy3<br />
|name=Steel<br />
|color=0:7:1<br />
|color1=0:0:1<br />
|color2=0:0:1<br />
|color3=7:0:1<br />
|tile3=•<br />
|uses=<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
* [[Anvil]]<br />
* [[Metalsmith's forge|Metal crafting]]<br />
|recipe=<br />
* 1 [[iron]] [[bar]] <br />
* 1 [[pig iron]] [[bar]] <br />
* 1 [[flux]] [[stone]]<br />
* 1 [[fuel|coal]] [[bar]] <br />
|properties=<br />
* [[Material value]] 30<br />
{{firemagmasafe|yes|yes}}<br />
* [[Melting point]] {{ct|12718}}<br />
* [[Boiling point]] {{ct|14968}}<br />
* [[Ignition point]] none<br />
* [[Solid density]] 7850<br />
* Liquid [[density]] 6980<br />
* [[Specific heat]] 500<br />
}}{{av}}<br />
<br />
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].<br />
<br />
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.<br />
<br />
==Sedimentary Layers==<br />
<br />
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon. The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers. Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).<br />
<br />
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:<br />
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans<br />
* marble from [[metamorphic]] layers, or imported [[flux]]<br />
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]<br />
<br />
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s. Charcoal requires more labor per unit than coke, but is often easier to acquire.<br />
<br />
Note that bituminous coal and lignite, like most stones, costs only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke. This is only possible if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.<br />
<br />
==Recipe==<br />
Steel production is fairly complex compared to the creation of other [[alloy]]s. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is also used as an ingredient, apart from its use as [[fuel]]. A conventional (non-magma) smelter will require an additional unit of fuel in each reaction.<br />
<br />
The first step is '''to create [[pig iron]]''':<br />
<br />
:*1 bar of [[iron]]<br />
:*1 [[flux]] stone<br />
:*1 unit of [[fuel]] (as a source of carbon)<br />
:*1 unit of fuel, or magma (to heat the forge)<br />
:'''Produces''':<br />
:*1 bar of pig iron<br />
<br />
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]<br />
<br />
The second step combines the pig iron with plain iron '''to produce steel''':<br />
<br />
:*1 bar of iron<br />
:*1 bar of pig iron<br />
:*1 [[flux]] stone<br />
:*1 unit of fuel (as a source of carbon)<br />
:*1 unit of fuel, or magma (to heat the forge)<br />
:'''Produces''':<br />
:*2 bars of steel<br />
<br />
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for heating). This produces 2 bars of steel.<br />
<br />
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)<br />
<br />
<!-- NOTE: If you think these calculations are incorrect, please explain on the talk page --><br />
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a ratio of 8 iron bearing ore: 32 flux stone: 13 bituminous coal (or 26 lignite or 104 logs) will have no leftover raw material and will yield 32 single-bar steel items. This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the first bituminous coal (or lignite).<br />
<br />
[[File:SteelChart.png|center|485px]]<br />
<br />
<br />
<br />
<!--<br />
==100% Reaction Recipes==<br />
<br />
<br />
''' Recipe: Magma + catalyst '''<br />
<br />
1 [[iron]] [[ore]] + 4 [[flux]]stone + 4 [[fuel]] = 4 bars of steel<br />
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel<br />
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel<br />
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel<br />
<br />
<br />
''' Recipe: Non-Magma '''<br />
<br />
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel<br />
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel<br />
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel<br />
--><br />
<br />
{{Translation<br />
| dwarven = deler<br />
| elvish = inire<br />
| goblin = zodsto<br />
| human = kadest<br />
}}<br />
<br />
{{gamedata}}<br />
{{metals}}</div>
Loci
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Steel&diff=246894
DF2014 Talk:Steel
2019-09-13T02:19:38Z
<p>Loci: +"Corrected" numbers</p>
<hr />
<div><br />
== "100% recipes" ==<br />
<br />
Converting iron to steel is a two-step process - first, pig iron must be manufactured, then the pig iron combined with raw iron to steel. Both the production of pig iron and that of steel take one carbon and one fuel (and a flux stone). <br />
<br />
Thus, each bar of steel consumes one coal as reagent when working with magma, two bars as reagent and fuel (for every ''single'' bar of steel) when working without magma. One bituminous coal converts to nine coal with magma, to eight (effectively) when fuelled with coal; wood produces one charcoal per log.<br />
<br />
I corrected the amounts of fuel, which were listed at barely half the actual requirements, but i'm not convinced writing out the info that's already clearly laid out in the paragraph above is useful.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 17:12, 5 November 2015 (UTC)<br />
<br />
== "Corrected" numbers ==<br />
<br />
"To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a ratio of 8 iron bearing ore: 32 flux stone: 9 bituminous coal (or 18 lignite or 72 logs) will have no leftover raw material and will yield 32 single-bar steel items."<br />
<br />
9 bit. coal = 81 coke<br />
-9 (firing bit. coal -- fuel)<br />
-8 (smelting ore -- fuel)<br />
-32 (making 16 pig iron -- reagent *and* fuel)<br />
-32 (making 32 steel -- reagent *and* fuel)<br />
-32 (making 32 steel products -- fuel) <br />
-----<br />
-32 (coke shortage)<br />
<br />
Presumably you didn't include the 32 units of fuel to forge the steel items.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 02:19, 13 September 2019 (UTC)</div>
Loci
https://dwarffortresswiki.org/index.php?title=Rope_reed&diff=246891
Rope reed
2019-09-13T01:51:29Z
<p>Loci: "thresher" isn't the right link for "plant gathering"</p>
<hr />
<div>{{Quality|Exceptional|08:57, 9 June 2010 (UTC)}}<br />
{{plantlookup|uses=<br />
* [[Alcohol]]<br />
* [[Thread]]|wiki=no}}<br />
{{av}}<br />
<br />
'''Rope reeds''' are similar to [[pig tail]]s. They can [[growing|grow]] in all seasons, but grow more slowly and require [[Tile attributes|sunlight]]. Prior to DF2014, they used to be the only [[above ground|surface]] [[crop]] usable for the [[textile_industry|production of cloth]]. They can also be [[brewer|brewed]] into [[alcohol|river spirits]], an affordably priced drink. You may be able to collect rope reeds of your own by [[plant gathering|gathering plants]] near a [[river]] or [[pool]], but it is often easier to [[trading|trade]] for the plants or [[seed|seeds]] from a (non-[[dwarven]]) [[caravan]], especially an [[elf|elvish]] one.<br />
<br />
To produce rope reed cloth, the plants must be [[plant processing|processed into threads]] at a [[farmer's workshop]]. Processing plants will yield both rope reed [[thread]] and [[seed]]s. Rope reed thread can then be woven into [[cloth]] at a [[loom]].<br />
<br />
Some dwarves [[Preferences|like]] rope reeds for their ''precise lines''.<br />
<br />
{{gamedata}}<br />
{{Plants}}</div>
Loci