https://dwarffortresswiki.org/api.php?action=feedcontributions&user=SoyBot&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T14:28:22ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=40d:Climate&diff=9652440d:Climate2010-04-21T02:11:37Z<p>SoyBot: </p>
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<div>{{av}}<br />
:''(For creatures or items "being wet" when covered with water, see {{L|Water#"Water covering"|Water}}.)''<br />
----<br />
<br />
<br />
'''Climate''' in Dwarf Fortress is a temperature rating only; actual ground cover is called a {{L|Biome|biome}}. In order from hottest to coldest, they are:<br />
<br />
=== Scorching ===<br />
* Stagnant ponds dry up immediately. {{L|River}}s are unaffected.<br />
<br />
=== Hot ===<br />
* In dry biomes, stagnant ponds may evaporate during dry {{L|season}}s (usually {{L|summer}}); be sure to dig out a {{L|cistern}} before then if you lack a {{L|river}}. As of 39a, ponds can now refill with the {{L|rain}}, allowing more diverse climates to be settled.<br />
<br />
=== Warm ===<br />
* (no effect)<br />
<br />
=== Temperate ===<br />
* Surface pools and rivers will freeze for part of the year. The length of freeze varies: They may start out frozen, thaw sometime during {{L|spring}}, and remain liquid until {{L|winter}}, or they may start out liquid and freeze for only a month or so in winter. If temperature is turned off, water cannot freeze or thaw.<br />
<br />
=== Cold ===<br />
* Surface pools and rivers are usually frozen but usually thaw for a few months in each year.<br />
<br />
=== Freezing ===<br />
* Surface pools and rivers remain frozen throughout the year in a majority of maps; you must use a source of heat (such as {{L|magma}}) to obtain liquid {{L|water}}.<br />
* If temperature is turned on, exposed {{L|dwarves}} and livestock may quickly freeze to death.<br />
<br />
==See also==<br />
*{{L|Weather}}<br />
{{Category|world}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Cliff&diff=9652340d:Cliff2010-04-21T02:11:36Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''Cliff''' is an area of land that does not have a slope to the next {{L|z-axis}} level, jutting up from the earth with a somewhat vertical face. These cliffs can be as short as two z-levels, but depending on the area, can reach heights much greater than 10!<br />
<br />
While you do not need a cliff to build a mighty dwarven {{L|fortress}}, it can be a familiar appearance to one who played in the old 2d version. Finding a place with a decent amount of cliffs while also containing a {{L|forest}} or farmable {{L|soil}} can be a bit tedious, as the majority of cliffs are found in {{L|mountain}}ous areas, where {{L|tree}}s don't grow and farmable land must be made from manipulating {{L|water}} sources.<br />
<br />
{{Category|World}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Civilization&diff=9652240d:Civilization2010-04-21T02:11:34Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''civilization''' is a nation, with settlements and a capital city.<br />
At the embark screen, you can select one of the controllable civilizations to play as.<br />
Without {{L|modding}}, these are all {{L|dwarves}}, but they may have different items available to start out.<br />
<br />
===Mountain Civilization (The {{L|dwarf|dwarves}})===<br />
<br />
Mountain civilizations build settlements on the edge of {{L|mountain}} ranges.<br />
Their settlements are represented by {{Tile|Ω|#777|#000}} on the world map<br />
<br />
=== Plains Civilization (The {{L|human|humans}})===<br />
<br />
Plains civilizations build wooden towns in the lowlands.<br />
Their settlements are represented by {{Tile|+|#777|#000}}, {{Tile|*|#777|#000}}, {{Tile|☼|#777|#000}}, and {{Tile|#|#777|#000}} on the world map<br />
<br />
=== Forest Civilization (The {{L|elf|elves}})===<br />
<br />
Forest civilizations build wooden towns in heavily forested areas.<br />
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map<br />
<br />
=== Evil Civilization (The {{L|goblin|goblins}})===<br />
<br />
They build towers, represented by {{Tile|П|#707|#000}} on the world map<br />
<br />
=== Skulking Civilization (The {{L|kobold}}s)===<br />
<br />
Skulking civilizations populate {{L|caves}}, which are hidden unless discovered.<br />
{{World}}<br />
{{Category|World}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Chunk&diff=9652140d:Chunk2010-04-21T02:11:33Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''chunk''' of any type is a waste object generated either by {{L|Butcher's Shop|butchering}} {{L|animals}} or by fierce {{L|combat}} with a biting opponent. Chunks have no in-game use and are considered {{L|refuse stockpile|refuse}}. In {{L|stockpile}}s and the {{L|z-stocks}} menu, they are classified as '''remains''', along with dead {{L|vermin}}. They can however be used in Adventure Mode as thrown projectiles, which is both awesome and hilarious.<br />
<br />
When a creature is biting another and has a body part grasped in its mouth, chunks of the body part can get ripped away, worsening the {{L|wound}}. Sometimes the entire body part will remain in its mouth as it is torn away, but this is not a "chunk", which is generic. On major body parts, if too many chunks get ripped away, the wound could become instantly fatal.<br />
<br />
Chunks will rot fairly quickly and produce {{L|miasma}}, and chunks can quickly add to {{L|clutter}} in butcher shops, so ensure that you have enough refuse stockpiles and/or {{L|garbage dump}}s, and enough dwarves with the refuse {{L|hauling}} {{L|labor}} activated to account for this.<br />
<br />
{{Category|Items}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Chop_down_trees&diff=9652040d:Chop down trees2010-04-21T02:11:31Z<p>SoyBot: </p>
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<div>{{av}}<br />
This designation is used for cutting down {{L|tree}}s in order to obtain {{L|wood}}. All trees in the designated area are flagged to be cut down by a {{L|dwarf}} with the {{L|wood cutting}} {{L|labor}} enabled. Individual trees can also be designated for removal simply by making the designated area only as big as a single tree. Cutting down trees requires a {{L|battle axe}}. <br /><br />
<br />
Once a tree has been cut down, a log will be produced, which can be hauled away by a dwarf with the {{L|hauling|wood hauling}} {{L|labor}} enabled. <br /><br />
<br />
Note that saplings cannot be cut down; only mature trees can be designated. While primarily used above ground, this designation can be used {{L|underground}} if an {{L|underground forest}} is created.<br />
<br />
<br />
To designate an area for cutting down trees, hit the {{k|d}} key, followed by {{k|t}}.<br />
<br />
{{category|designations}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Chitin&diff=9651940d:Chitin2010-04-21T02:11:30Z<p>SoyBot: </p>
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<div>{{av}}<br />
'''Chitin''' is the material of an insect's carapace, but in Dwarf Fortress it is identical to {{L|leather}} in all but name.<br />
<br />
Since in DF this only comes from butchering ''giant'' insects like {{L|giant cave spider}}s and {{L|giant desert scorpion}}s, it is quite {{L|Value#Material_multipliers|valuable}} (x10 multiplier) as a raw material, especially compared to most other leathers. {{L|Caravan}}s occasionally carry chitin as a trade good, but especially if requested from a {{L|liaison}}. <br />
<br />
{{Category|Materials}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Cheating&diff=9651840d:Cheating2010-04-21T02:11:27Z<p>SoyBot: </p>
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<div>{{av}}<br />
{{human}}<br />
{{mod}}<br />
<br />
'''Cheating''' is altering the game to make dwarf fortress easier. This is distinctly different from [[exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).<br />
<br />
=File Edits=<br />
<br />
The most common use of editing raw files is to get free items, such as gems, adamantine, or flux. <br />
<br />
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.<br />
<br />
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.<br />
<br />
Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.<br />
<br />
Attempting to play worlds not generated with identical reaction additions will fail on load.<br />
<br />
Raw files are located in the raw/objects directory<br />
<br />
See also: {{L|Material tokens}}, {{L|Creature tokens}}, {{L|Matgloss tokens}}, and {{L|Reactions}} for making your own custom cheats.<br />
<br />
==Reaction Additions==<br />
<br />
Recipes for the Smelter are stored in the file reaction_standard.txt. Adding entries to this list will allow your dwarves to make whatever items they need, as easy as smelting iron ore into iron! This is recommended if you want a lot of items very quickly, but additions you make will not take effect until you start a new world.<br />
<br />
Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world.<br />
<br />
===Easy Rough Gems===<br />
<br />
[REACTION:FREE_GEMS22][NAME: make (insert gem name)][SMELTER][PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:(insert gem name)]<br />
<br />
It's really easy. All you have to do is take the name of the gem from stonegem matgloss and put it in the name and at the end of the product. Take all of that and paste it into the reaction_standard. Create a new world and poof! Your smelter will spit out gems of that type.<br />
<br />
For convience, here are all the precious gems in the game.<br />
<pre><br />
[REACTION:FREE_GEMS1]<br />
[NAME: make DIAMOND_LY]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_LY]<br />
<br />
[REACTION:FREE_GEMS2]<br />
[NAME: make DIAMOND_FY]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_FY]<br />
<br />
[REACTION:FREE_GEMS3]<br />
[NAME: make EMERALD]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]<br />
<br />
[REACTION:FREE_GEMS4]<br />
[NAME: make RUBY]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY]<br />
<br />
[REACTION:FREE_GEMS5]<br />
[NAME: make SAPPHIRE]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE]<br />
<br />
[REACTION:FREE_GEMS6]<br />
[NAME: make DIAMOND_CLEAR]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_CLEAR]<br />
<br />
[REACTION:FREE_GEMS7]<br />
[NAME: make DIAMOND_RED]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_RED]<br />
<br />
[REACTION:FREE_GEMS8]<br />
[NAME: make DIAMOND_GREEN]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_GREEN]<br />
<br />
[REACTION:FREE_GEMS11]<br />
[NAME: make DIAMOND_BLUE]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLUE]<br />
<br />
[REACTION:FREE_GEMS33]<br />
[NAME: make DIAMOND_YELLOW]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_YELLOW]<br />
<br />
[REACTION:FREE_GEMS44]<br />
[NAME: make DIAMOND_BLACK]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLACK]<br />
<br />
[REACTION:FREE_GEMS55]<br />
[NAME: make RUBY_STAR]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY_STAR]<br />
<br />
[REACTION:FREE_GEMS56]<br />
[NAME: make SAPPHIRE_STAR]<br />
[SMELTER]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE_STAR]<br />
</pre><br />
<br />
===Easy Adamantine===<br />
To get free adamantine wafers, add this to your reaction_standard.<br />
<br />
[REACTION:F_ADAMANTINE_WAFERS]<br />
[NAME:create adamantine wafers]<br />
[SMELTER]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]<br />
<br />
For adamantine thread it would be;<br />
<br />
[REACTION:F_ADAMANTINE_THREAD]<br />
[NAME:create adamantine thread]<br />
[SMELTER]<br />
[PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]<br />
<br />
===Make Stone Into Logs===<br />
Add this:<br />
<br />
[REACTION:FREE_WOOD]<br />
[NAME:stone to wood]<br />
[SMELTER]<br />
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]<br />
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]<br />
<br />
to reaction_standard.txt.<br />
<br />
===Easy Flux, Sand, and Ore===<br />
Add<br />
[REACTION_CLASS:FLUX]<br />
to any stone you have to turn it into a flux. This is in matgloss_stone_mineral.txt or stone_mineral_layer.txt. Or, add <br />
[METAL_ORE:{metal name}:100]<br />
to turn it into a valuable ore. To reduce the exploit-ness of it, reduce the percentage from 100 to 20 or so. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open matgloss_stone_soil.txt and add<br />
[SOIL_SAND]<br />
to any soil to turn it into sand suitable for making glass with. <br />
<br />
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.<br />
<br />
===Easy Metal===<br />
Open reaction_standard.txt and change any reactions you like. Remove the line reading<br />
[FUEL]<br />
to make them require no fuel. Remove the line(s) headed with<br />
[REAGENT:whatever]<br />
to make them require no reagents. For examples, here are the edited reactions for steel and adamantine.<br />
[REACTION:ADAMANTINE_WAFERS]<br />
[NAME:make adamantine wafers]<br />
[SMELTER]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]<br />
<br />
[REACTION:STEEL_MAKING]<br />
[NAME:make steel bars]<br />
[SMELTER]<br />
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]<br />
<br />
These cheats do not require a new world (because they only modify existing reactions), and allow my smelters to create steel and adamantine from nothing. It's probably easier, though, to mod some bulk stone into the ore you need and go from there.<br />
<br />
==Creature Token Modifications==<br />
<br />
Modifying creature raw files does NOT require you to create a new world. If you want free items in your game without the hassle of planning your cheats when you create the world, the simplest way is to alter the creature files to make them drop the item on death.<br />
<br />
You can also change the physical attributes of your dwarves.<br />
<br />
===Free Items: Changing the Loot===<br />
<br />
Missing one critical item for your impatient noble, or slavering fey dwarf, but there's no trader in sight? Have no fear, for you can make your enemies (or butcherable livestock) supply your needs! <br />
<br />
Add something like this to their creature entries.<br />
<br />
[ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]<br />
[ITEMCORPSE_QUALITY:5]<br />
Note that you do ''not'' need to make a new world for this to work, and that you can even change this entry in-between saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential. You may want to take a look at the {{L|Item tokens}} page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).<br />
<br />
Another example:<br />
<br />
[ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE]<br />
<br />
Adding this to, say, a horse, will make that horse drop turtle shells on death; very useful if you have no shelled animals in your fortress area and your mastercrafter gets an unlucky Strange Mood.<br />
<br />
===Super-Fast Dwarves===<br />
If you believe your dwarves are a bit too slow, try opening the following {{L|creature token}} file... <br />
<pre>\raw\objects\creature_standard.txt</pre> ...and adding '''[SPEED:1]''' (or SPEED:0 if you're up to some psychedelic light speed traveling) somewhere after '''[CREATURE:DWARF]''' but before the next '''[CREATURE]''' entry. *NEW RELEASE EDIT* Find [HOMEOTHERM:#####] and add [SPEED:###] edit the "#" and replace with desired value ((found by looking at creature fairy) edit if needed)<br />
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.<br />
<br />
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.<br />
<br />
===Healing Nervous Injuries===<br />
<br />
In normal Dwarf Fortress, nervous injuries are permanent and will never heal, causing military dwarves to stop sparring and potentially crippling useful dwarves, depending on severity. Simple modifications to the creature raws will allow your dwarves to heal injuries to the nervous system, including the spine, neck, and brain. The never-healing property is governed by the [NERVOUS] token in certain body parts. Removing the [NERVOUS] token from the neck, upper, and lower spines in body_default.txt will allow these body parts to heal normally.<br />
<br />
The brain is slightly more complicated, because it uses the [THOUGHT] token. Simply removing this token will knock all your dwarves (and any other creatures with a brain) unconscious until it is replaced. To allow the brain to heal, while keeping your dwarves functional, add the [THOUGHT] token to another body part. The heart is a good place to do this, as heart injuries are nearly always fatal anyway.<br />
<br />
Note that simply removing the brackets from the NERVOUS and THOUGHT token is enough to "remove" the token from the body part, while retaining the information (to human viewers of the file) that the parts are nervous if you wish to revert the edit after that critical dwarf has healed.<br />
<br />
Likewise, removing the [BREATHE] from the lungs can help them heal more quickly.<br />
<br />
===Larger Caravans===<br />
<br />
The [TRADE_CAPACITY] tag found in trade animal and wagon entries is followed by a number governing the maximum weight a creature can carry. Because caravans enter your map burdened with as many goods as possible, increasing this number by two or twenty-fold results in a corresponding increase in (Gold Bars).<br />
<br />
==Savescumming==<br />
<br />
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.<br />
<br />
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, reverting to the last saved game. Back a long time ago, this could cause inflate errors and destroy the save-game, but Toady has solved the problem.<br />
<br />
On Linux, since the game binary (named dwarfort.exe) is launched via a script wrapper (named df), simply closing the launched script does not work as the actual game will continue to run. However, closing dwarfort.exe is possible in a number of ways:<br />
<br />
using a (graphical) process monitor - for instance in Gnome, launching System Monitor, choosing the Processes tab, right-clicking on dwarfort.exe and choosing Kill Process (as opposite to End process);<br />
<br />
closing the terminal or terminal tab (if launched from a terminal) thus ending the whole process sub-tree (shell, launch script and game);<br />
<br />
typing in a terminal<br />
<br />
killall -9 dwarfort.exe<br />
<br />
<br />
=Memory Editing=<br />
<br />
:''[[:Memory editing|Main article: Memory editing]]''<br />
<br />
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with, also when editing the memory values with such programs as CheatEngine in adventure mode your point value is 4bytes but in fortress you have to change the search to 2bytes only for hex editors though<br />
<br />
The {{L|utilities}} page has several tools that do specific memory hacks, such as to teleport a creature.<br />
<br />
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.<br />
<br />
<br />
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.<br />
<br />
{| style="width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;"<br />
|+ style="color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center" | '''Links'''<br />
|- <br />
! style="text-align: left; padding: 0.1em 0.5em" | Various Memory Hacking Tools:<br />
| [http://wpepro.net/index.php?categoryid=9&p13_sectionid=1&p13_fileid=79?&category=3 WPE Pro/PermEdit/Tsearch], [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://cheatengine.org/?t=38984 Cheat Engine]<br />
|}<br />
{{Category|Guides}}<br />
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Chasm&diff=9651740d:Chasm2010-04-21T02:11:25Z<p>SoyBot: </p>
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<div>{{av}}<br />
'''Chasms''' are a feature that appear infrequently in {{L|mountain}}ous {{L|biome}}s. They are a {{L|cave}} system identified by not having a {{L|floor}} on the lowest level (which is instead marked <tt>#</tt> and described as "Chasm" when loo{{k|k}}ed at).<br />
<br />
Chasms come in two forms: standard chasms, which look something like a river system (a bottomless "Grand Canyon"), and "bottomless pits", which are like a {{L|magma pipe}} without the magma. Chasms are much more common on named mountains and {{L|volcano}}es, along with other special features such as {{L|cave river}}s.<<small>is this still true?</small>> Chasms may either be open to the sky, or fully {{L|underground}} and not visible until breached by a miner, at which point the entire chasm is revealed. When this happens, the game will pause with the {{L|announcement}} "'''You have discovered a large chasm cleft through the mountain.'''" or "'''You have discovered a deep pit in the mountain.'''".<br />
<br />
Chasms are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_CHASM (for tributaries) and SHOW_EMBARK_PIT (for pits) to ALWAYS in {{L|init.txt}}. They must also be set to be shown during {{L|advanced world generation|world generation}}. On the local map, standard chasms will show up as a gray '#' (usually a line of them) and a bottomless pit as a gray "{{TST|○}}" / '○' (the {{L|Tilesets|symbol}} also used for {{L|well}}s).<br />
<br />
The presence of Extreme {{L|Cliff}}s (20+) on the Local Map is sometimes indicative of a chasm, though this may be coincidental.{{verify}}<br />
<br />
==Forms==<br />
===Standard===<br />
The beginning of a standard chasm appears similar to the fringed tributary section of a brook sometimes seen in mountain areas, and the rest looks pretty much like the watercourse of a brook or river (though with small caves in the walls). Appears as {{tile|#|#777}} on the embark map if enabled.<br />
<br />
[[Image:Tributary chasm.JPG|Standard chasm showing lowermost level descending to the depths]]<br />
<br />
===<span id="Vent"></span>Bottomless pit===<br />
:''Note: See {{L|Pit}} for other uses.''<br />
<br />
A bottomless pit, also called a vent chasm, has a similar appearance to a magma pipe, except it does not contain magma. Appears as {{tile|○|#777}} on the embark map if enabled.<br />
<br />
[[Image:chasm.PNG]]<br />
<br />
==Uses==<br />
=== Garbage dump ===<br />
Chasms provide a convenient method for permanently disposing of any unwanted items. Simply designate a {{L|activity zone#Garbage Dump|garbage dump activity zone}} on a walkable tile adjacent to the chasm, then mark your unwanted items for {{key|d}}umping. {{L|Standing orders}} can be used to automatically dump particular types of refuse. If the chasm is inhabited by {{L|creatures}}, {{L|dwarves}} may cancel the dump task if the creatures are too close, even if they are technically unreachable.<br />
<br />
=== Platform-chasming ===<br />
A technique of dumping by building a platform over the chasm, and then severing the platform from the {{L|wall}}, to permanently dispose of garbage, excess {{L|stone}} or {{L|Unfortunate accident#Sacred pulpit|nobles}} set on top. The severed platform will disappear into the darkness below, never to be seen again.<br />
<br />
===Resources===<br />
Chasms are frequently home to {{L|cave spider}}s and {{L|purring maggot}}s, making them a potential source of {{L|silk}} and {{L|dwarven milk}}. As the chasm exposes every layer to view, they provide access to easily identified resources such as {{L|ore}} deposits and {{L|gem}}s.<br />
<br />
== Hazards ==<br />
{{L|Dwarves}} fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.<br />
<br />
The chasm is also home to many types of hostile creatures, including {{L|iron man|iron men}}, {{L|troglodyte}}s, {{L|giant cave swallow}}s, {{L|antman|antmen}}, {{L|giant cave spider}}s, {{L|ratman|ratmen}}, {{L|batman|batmen}}, {{L|troll}}s and {{L|gremlin}}s.<br />
<br />
== Adventurers Beware ==<br />
Creatures will spawn near chasms every time you enter the region, leading to the death of any fortress you visit. This only applies to adventure mode. A sure formula for {{L|fun}}!<br />
<br />
{{World}}<br />
<br />
{{Category|World}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Channel&diff=9651640d:Channel2010-04-21T02:11:23Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''channel''' is a hole dug in the ground or wall which will mine out the {{L|z-level}} below too. You can use long channels to act as {{L|moat}}s, to move liquids such as {{L|water}} and {{L|magma}} from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be {{L|mine}}d out. Creating a channel could be described as "strip mining".<br />
<br />
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.<br />
<br />
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful to ensure that multiple {{L|miner}}s working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a {{L|stair}} or a {{L|ramp}} in order for the fallen miner to escape. In later versions {{version|0.38.181.40d}} this has been fixed.<br />
<br />
==Creating channels==<br />
<br />
Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like {{L|creatures}}, moves in all 8 directions (+ z-axis).<br />
<br />
The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward {{L|stairs}} will make the dwarves remove the staircase.<br />
<br />
Designating a channel on the level underneath an existing channel is the way to dig deep pits or {{L|well}} shafts. Designating an adjacent up/down staircase is the easiest way to give access to the {{L|miner}} who will dig the shaft.<br />
<br />
To swiftly channel out large areas multiple Z-levels deep, the fastest way is to designate it level by level as ramps from top to down. After it finished you'll need to remove leftover ramps at the bottom with '''remove stairs/ramps''' designation. You may consider leaving a single column of stairs leading back to the surface, removing it the once you're done, to aid miner access; in any case, this method requires that you give your miners a way out of the bottom level once they've finished.<br />
<br />
If the area you wish to channel is many Z-levels deep, it can be more efficient to build a {{L|construction}} shaped like the hole you would like to create on top of a support at the highest level. If the {{L|support}} is linked to a {{L|lever}}, and the lever is pulled, the constructions will fall through every floor until hitting solid material. Be sure to keep dwarves and valuable items clear of the falling debris.<br />
<br />
Dwarfs simply *love* to stand on the wrong side of the channels and dig themselves onto isolated islets. To avoid this, find the longest bisector of the tunnel, channel along it, and then continue expanding by adding one line at a time to each side of the initial trench. They appear to want to stand to the left of the channel being dug, if possible. Consider this if {{L|cave-in|collapsing}} the floor.<br />
<br />
==Using channels==<br />
<br />
Creatures cannot pass over open channels but you can build {{L|floor}}s, {{L|bridges}}, {{L|hatch cover}}s, or place floor {{L|grate}}s on top of channels. Grates will allow fluids to pass through.<br />
<br />
To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your {{L|floodgate}}s etc. are finished. An unexpected {{L|flood}} can set your {{L|fortress}} back several {{L|season}}s.<br />
<br />
Be careful when tapping into a {{L|aquifer|reservoir}}, such as the bottom of a {{L|lake}}, since the {{L|pressure}} head will cause the water to overtop the sides of the channel. Magma will not do this.<br />
<br />
{{Water FAQ}}<br />
{{Magma FAQ}}<br />
{{category|designations}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Challenges&diff=9651540d:Challenges2010-04-21T02:11:20Z<p>SoyBot: </p>
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<div>{{av}}<br />
:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 "Goal-Based Dwarf Fortress"].''<br />
<br />
The general goal of {{L|Fortress Mode}} is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated {{L|siege|sieges}}, keeping their people alive, and expanding just aren't enough anymore. They begin to experiment with different sets of starting builds, arbitrary requirements and restrictions, and even feats of construction to appease Armok, in search of more difficulty and {{L|fun}}. These are some goals to attempt or use as inspiration.<br />
<br />
==Pre-Embark Build Ideas==<br />
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges.<br />
<br />
=== Diplomacy ===<br />
* Six dwarves with only social {{L|skill}}s<br />
* One skilled dwarf<br />
<br />
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.<br />
<br />
=== Minimalist/Survivalist build===<br />
<br />
* 1 anvil<br />
* 2 copper ore<br />
<br />
Nothing else. From that alone, forge your pick and axe. (Figure it out yourself, or see the {{L|DIY#Minimalist_challenge_build|Do it Yourself}} article for a step-by-step "how to".)<br />
<br />
===Peasantry===<br />
* Spend 0 Points on embark<br />
<br />
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.<br />
<br />
=== Stranded Scout Squad ===<br />
* Military skills<br />
* Weapons, ammunition, armor, war dogs<br />
* Picks are not weapons<br />
<br />
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.<br />
<br />
==Races==<br />
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.<br />
<br />
===Elves - The Ultimate Hippy Challenge===<br />
Peace, man.<br />
* Don't gather plants except those you plant yourself. <br />
* Don't gather wood nor trade for it with humans or dwarves. <br />
* Trade for plants and wood only with the elves; they understand your environmental code. <br />
* Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man?<br />
**Magma-smelting is an option, but steel can't be had.<br />
* Don't cause any creature's death, except in self-defense.<br />
**No military, induced submerging, or lethal implementation of corkscrews.<br />
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.<br />
* {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building).<br />
<br />
For an extra challenge try this in an area with a cave.<br />
<br />
===Humans - Living Large and Standing Tall===<br />
Pretend you're a filthy above-ground dwelling {{L|Human|human}}.<br />
* Build a town wall.<br />
** Only hovels and farms outside the town walls.<br />
* House your dwarves in small town homes <br />
** 5-10 dwarves per house (they had pretty big families back in the day)<br />
** Upstairs bedrooms, small dining room, maybe a single level basement.<br />
* House your workshops according to profession, not convenience.<br />
* Build warehouses for stockpiles, and set guards outside them.<br />
* Create a keep, with its own wall, barracks, treasury, etc.<br />
** House your nobles within the keep.<br />
* Create a market square.<br />
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.<br />
* No underground connections between different areas.<br />
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.<br />
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.<br />
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.<br />
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.<br />
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.<br />
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.<br />
* BONUS: Easy Play: Embark on top of a Human Town.<br />
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. <br />
* MEGABONUS: Build your entire fortress as {{L|mega constructions|one huge arcology}}.<br />
* MEGABONUS: Build your City in a giant, artificial cave.<br />
<br />
===Luddite===<br />
Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.<br />
* No mechanics or {{L|mechanism}}s<br />
* No {{L|machine}}s<br />
<br />
===Earthworms===<br />
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..<br />
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. <br />
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.<br />
* To make it easier, you can come up to the surface now and then.<br />
* Try to keep the tunnel as short as possible.<br />
* Like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.<br />
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!<br />
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!<br />
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!<br />
<br />
==Utter Dwarfiness==<br />
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?<br />
<br />
===Bandit Camp===<br />
* Three or more Marksdwarves (perhaps with {{L|Ambush|ambushing}})<br />
* Embark site featuring places to hide<br />
<br />
Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.<br />
<br />
===City-States===<br />
* All dwarves embark as peasants<br />
* 7 or multiple of 7 of everything you bring (especially picks and axes)<br />
<br />
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!<br />
<br />
This challenge may be easier to perform after Burrows are implemented.<br />
<br />
===Dwarftopia===<br />
*Find a place that has at least magma, preferably with and underground river and/or chasm too; everything a fully self-sufficient underground city need.<br />
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.<br />
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.<br />
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.<br />
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).<br />
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.<br />
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).<br />
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down.<br />
<br />
===Equaland===<br />
* No embark requirements<br />
* Construct a successful fortress<br />
* All dwarves are given equal attention regarding quarters, dining, armament and burial<br />
* One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish<br />
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment<br />
<br />
===Hermit===<br />
* Spend points ONLY on ONE {{L|Pick}}<br />
<br />
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.<br />
<br />
'''Variants'''<br />
To moderate difficulty, feel free to allow these exceptions:<br />
* Keep one male and one female dwarf as the Dwarven Adam and Eve. <br />
* Keep your starting seven, but no immigrants.<br />
* Selectively admit dwarves based on name, profession, etc.<br />
* Embark with an anvil as well.<br />
<br />
===Hunting Party===<br />
* One Marksman+Ambusher<br />
* One Cook+Farmer<br />
* One Brewer+Farmer<br />
* Four exclusively social dwarves<br />
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)<br />
<br />
===Immigration and customs enforcement===<br />
* One miner/mason/architect<br />
* One woodcutter/carpenter/architect<br />
* Five military dwarves<br />
* Embark into a canyon or on a road<br />
* Don't embark with an anvil<br />
<br />
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).<br />
<br />
==="Let Loose the Dogs of War"===<br />
* No military Dwarves are permitted, including Fortress Guard.<br />
* No weapons or armor may be forged, and any obtained from looting must be melted down.<br />
* War dogs must be your only form of attack and defense.<br />
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.<br />
<br />
===28 Days Later===<br />
<br />
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.<br />
*Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the Blood God. Remember he loves Magma.<br />
*Bonus: Only Marksdwarves for defence, You shouldn't get near the zombies, as they bite.If they are wounded, they must be quarantined, and shall therefore die.<br />
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. <br />
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.<br />
Remember Elves can not be trusted and should be treated as infectees, and should be Dwarven atom smashed(Magma and Chasms work equally well).(Note this is also true for normal Dwarf Fortress). <br />
**Elf skin clothing anyone? <br />
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.<br />
<br />
===Master Of One===<br />
Pre-Embark:<br />
* All starting dwarves must have only one skill<br />
<br />
Post-Embark:<br />
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)<br />
* All immigrants must stay with the profession(s) they arrive with<br />
* All peasants must be activated into the military<br />
<br />
'''Variant:'''<br />
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.<br />
<br />
===Monarch with a grudge===<br />
* Forbid any and all use of stone and metal<br />
* No exposed tile may be labeled "Underground"<br />
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven_Atom_Smasher|DAS}})<br />
<br />
"Nay, no ponderous stone doors or shining silver arcades, not while I live!"<br />
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.<br />
<br />
'''Variants'''<br />
* Embark with no construction materials, into an area devoid of trees.<br />
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.<br />
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.<br />
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice "Economical".<br />
* Bonus points: Stone is forbidden along with digging<br />
<br />
===Noblesse requiro===<br />
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)<br />
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.<br />
* All Nobles must be treated to the highest quality living conditions<br />
* All others must be treated to the bare minimum needed to physically keep them alive<br />
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice<br />
<br />
===Sitting on trees===<br />
* Construct a wooden "tree" or several, spanning many (a dozen or so) z-levels<br />
* Establish a successful fortress not inside, but around, these constructed trees<br />
<br />
===Stop, Hey, What's that Sound===<br />
* (Optionally) Generate a world with abundant cave systems<br />
* Establish a fort near a very large cave<br />
* Imitate the role of "Angband", leading small parties inside on military excursions<br />
* No more than 3 dwarves can enter at a time<br />
* Siege equipment and other weapons (or dangerous contraptions) that a dwarf can't carry on him is forbidden when cave-exploring<br />
<br />
'''Variants'''<br />
* Only solo adventurers are allowed to enter the dungeon<br />
* Only use 'Thieves' to steal loot and create traps inside the dungeon<br />
<br />
===The Mad Butcher===<br />
* One dedicated Butcher+Tanner<br />
* Minimal supplies and skills, so you can bring...<br />
* As many puppies and kittens you can afford<br />
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden<br />
<br />
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.<br />
<br />
===The World is Flat===<br />
* No pre-embark requirements<br />
* You'll probably want a region with lots of hills/mountains. <br />
* You may only work/build/live on the original Z level where your wagon was<br />
* No moats allowed, as this requires a channel, which goes below your z-level<br />
<br />
==="I guess it's up to us to repopulate the planet..."===<br />
* Embark on a loner site - this means one where traders, siegers, migrants, etc. simply don't show up, ever.<br />
* Kill five of your starting seven, leaving one male and one female.<br />
* You will get no population influx in any way (ever!) aside from breeding. Uncertain if inbreeding is possible for more generations of dwarves - unlikely. Hope the McUrists are prepared for a big family...<br />
<br />
===Hunter and Gatherer===<br />
Pre-Embark (World-Gen)<br />
* Try creating a world in year 1 (optional)<br />
Post-Embark<br />
* Everything allowed except Farming.<br />
Bonus<br />
* Embark in a desert, so only hunting and (aquifier) fishing.<br />
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?<br />
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.<br />
*** Extended version: Fill the pyramid with magma!<br />
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).<br />
<br />
==Arbitrary Law==<br />
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.<br />
<br />
===ASPCA===<br />
* {{L|Animals}} are forbidden from the fortress<br />
* Animals following immigrants cannot enter the fortress<br />
* Lethal traps forbidden, caged non-sentients must be immediately released<br />
* Butchery is forbidden, but leatherworking is allowed<br />
<br />
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.<br />
<br />
===Commune===<br />
* After embarking, enable all labors on all dwarves (including immigrants)<br />
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)<br />
* Coins are forbidden<br />
* Be aware that nobles are to be considered part of the "bourgeoisie" and {{L|Unfortunate accident|dealt with}} immeadiatly<br />
<br />
===Couples only===<br />
* As soon as a married couple exists in your fortress:<br />
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)<br />
** Kill all incoming single dwarves<br />
** Try to save children, until they are adult and single<br />
<br />
===Dieting Dwarves===<br />
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)<br />
* Optionally, forbid alcohol consumption to limit carbohydrate intake<br />
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death<br />
<br />
===Dwarf Liberation Movement===<br />
* Nobles are worthless scum, we give them nothing!<br />
* As soon as possible, cage your expedition leader.<br />
* Never appoint any dwarf into becoming a noble.<br />
* Cage any dwarf that appears on the nobles and administrators screen.<br />
* When your population elects a new mayor, release your old one and cage the new one.<br />
** Bonus : Cage the king and all of his escorts!<br />
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.<br />
<br />
===Fight for your name===<br />
* Before embarking, randomly generate a fortress name and be sure to know its English translation<br />
* Do the same with your group name<br />
* Creatively designate a serious goal for your fortress, based on these names<br />
* Fanatically reach your goal<br />
<br />
===Fort Geneva===<br />
* Lethal traps are forbidden<br />
* Caged sentient creatures are to be considered prisoners of war and treated humanely<br />
<br />
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]<br />
<br />
===Government in Exile===<br />
* Only Military and Social skills can be purchased and enabled in your entire fortress<br />
<br />
All dwarves are either nobles or in the military. The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master. If you can survive until the sheriff arrives, transfer your entire military into the fortress guard. With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.<br />
<br />
===Hardcore Altruism===<br />
* Do not allow the death of any Dwarf<br />
<br />
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.<br />
<br />
===Industrial Plant===<br />
* Choose one industry that produces commercial goods<br />
* No other industries permitted, only imported<br />
<br />
===Johannesfort===<br />
* Find a starting location with a lot of gabbro, containing Kimberlite<br />
* Mine and cut all the diamonds on the map<br />
* Only gems can be traded.<br />
<br />
===Sexist Segregation===<br />
* Establish two functioning and stable fortress<br />
* One must be entirely male, the other entirely female<br />
* Married couples are to be processed<br />
<br />
===THIS! IS! SPARTAAAA!===<br />
* Change your population cap to 300.<br />
* At least half of your fortress population must be active in the military.<br />
* Crossbows and traps are forbidden.<br />
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.<br />
** BONUS: All weapons and armour must be made from bronze.<br />
* Civilian dwarves have all labors enabled.<br />
** If ever activated, cannot use quality weapons or armor.<br />
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)<br />
* Devise methods of dropping Liaisons down pits during meetings. Yell, "THIS IS SPAARRTAAAAA..." at your monitor.<br />
* Demand goods be turned over from all caravans.<br />
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).<br />
<br />
<br />
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].<br />
<br />
===Mesoamerican Dwarfs===<br />
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)<br />
** BONUS: Flood the farms annually.<br />
* All buildings must be above ground.<br />
* Capture as many of your enemies as possible.<br />
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.<br />
** BONUS: Build it upside-down.<br />
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.<br />
* Surround your fortress with an artificial lake.<br />
** BONUS: Build it in the middle of a natural lake.<br />
* Use only copper or bronze metal (except for iron anvils).<br />
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.<br />
* No armor except leather and only let champions use it. All others must fight unarmored.<br />
** BONUS: Divide your soldiers into "Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]" and "Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]" warrior societies and outfit them with leather armor made from their respective animals. <br />
* Demand that all non-dwarf caravans surrender their goods as tribute.<br />
* Build a giant, multistory building for holding skulls.<br />
<br />
==Megaprojects==<br />
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.<br />
<br />
===Aqueducts===<br />
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!<br />
<br />
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!<br />
<br />
===Biodome===<br />
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!<br />
<br />
No chasms/underground rivers/magma vents allowed.<br />
<br />
===Casting===<br />
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.<br />
<br />
BONUS: Make the statues spit lava.<br />
<br />
===Castle===<br />
Build a castle, greater than anything built by human, elf or dwarf. This is highly time<br />
consuming if you want it to be a good castle. There must be floor indoors, and no underground<br />
constructions except for mining operations and cellars. For an even greater challenge, build<br />
a gigantic tower in the middle, where the nobles stay.<br />
<br />
===Ceremonial Sacrifices=== <br />
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device. <br />
<br />
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.<br />
<br />
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.<br />
<br />
===Computing===<br />
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.<br />
<br />
===Colosseum===<br />
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.<br />
<br />
===Crematory Fortress===<br />
* Requires a {{L|magma pipe}} and {{L|bauxite}}.<br />
<br />
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface. The temple should be as opulent as possible. In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it. Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.<br />
<br />
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.<br />
<br />
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. <br />
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.<br />
<br />
===Doomsday Clock===<br />
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.<br />
See how much wealth you can achieve before the clock runs out.<br />
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.<br />
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)<br />
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).<br />
<br />
===Dwarf like an Egyptian===<br />
*Build a pyramid of epic proportion.<br />
<br />
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.<br />
<br />
*Build rows of Obelisks<br />
<br />
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.<br />
<br />
*Build the whole thing upside down.<br />
** And then another one on the upside-down one.<br />
<br />
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.<br />
<br />
===Graveyard Master===<br />
Every dwarf deserves a decent resting place:<br />
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.<br />
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.<br />
*Tombs must have all its surfaces engraved.<br />
*Tomb must contain at least 4 statues.<br />
*Once complete, the door must be locked and the tomb must not be ever entered again.<br />
<br />
===How high can you go?===<br />
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!<br />
<br />
===Land battleship===<br />
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.<br />
<br />
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)<br />
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)<br />
**Bonus: Find a way to let them fight each other in a naval battle<br />
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !<br />
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.<br />
<br />
===Moria===<br />
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.<br />
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).<br />
<br />
===Mountain audit/core sample===<br />
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.<br />
<br />
===Project Mayhem===<br />
<br />
*You do not talk about project Mayhem<br />
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.<br />
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.<br />
*Pull the lever and watch the collapse of financial history.<br />
<br />
Bonus : make the towers' walls out of glass!<br />
<br />
Bonus : Make soap! And remember, human fat is ideal...<br />
<br />
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)<br />
<br />
===Santa Claus===<br />
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.<br />
<br />
===Skull collector===<br />
What proves the might of a civilization better than a hall full of skulls?<br />
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.<br />
<br />
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room.<br />
SUPERBONUS: Also fill the throne room with kittens.<br />
<br />
===Space Ship===<br />
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.<br />
<br />
*BONUS: Use exploding {{L|booze}} as ignitable fuel.<br />
*BONUS: Make a removable {{L|ramp}} for boarding.<br />
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.<br />
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)<br />
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''<br />
*BONUS+: Make it all out of {{L|steel}}.<br />
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it "fly".<br />
*EVEN BETTER: Drop it down a chasm.<br />
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])<br />
<br />
===Swiss Precision===<br />
Build a working clock. The clock should accurately track DF days, months, and years.<br />
<br />
Bonus Points:<br />
*If the clock has a mechanical effect in the fortress proper to announce new days<br />
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.<br />
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the <s>blast doors</s> <s>floodgates</s> Magma Channels in time for merchants, etc...).<br />
*If the clock governs the schedule of a working rail station (which is always on time). (Definitions of 'working' and 'rail station' are subject to player imagination).<br />
*If the clock takes measures to protect itself. ''"I can't let you do that, Urist."''<br />
<br />
But don't worry about the bonus points, a precision time device should be hard enough.<br />
<br />
===Temple===<br />
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.<br />
<br />
===The cube===<br />
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:<br />
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.<br />
<br />
*Bonus: Do multiple story maze (3d-maze)<br />
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.<br />
<br />
===The great brewery===<br />
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.<br />
<br />
===The Great Wall of Urist===<br />
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.<br />
* BONUS: Make it block the <s>mongols</s> goblins out of your half of the map.<br />
* BONUS: Make it out of obsidian.<br />
**BONUS+: Embark on a map without obsidian.<br />
* BONUS: Find a way to make it touch the boundaries.<br />
* BONUS: Build one gate<br />
* BONUS: Arm it with ballistas.<br />
<br />
===The Monolith===<br />
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.<br />
<br />
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.<br />
<br />
===Statue of greatness===<br />
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.<br />
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.<br />
<br />
<br />
===Underwater fortress===<br />
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.<br />
* Bonus: Build all water-touching walls/roof in clear glass!<br />
* Bonus: Use {{L|magma}} instead of water!<br />
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake<br />
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.<br />
* Bonus: Have a mechanism for dropping your enemies into the water to drown! Or fill the water with carp.<br />
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.<br />
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]<br />
<br />
===Wealth===<br />
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.<br />
<br />
===World Domination===<br />
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. <br />
<br />
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:<br />
<br />
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.<br />
* Impractical, overkill solutions to everyday problems ("Sir, the dungeon master wants a better room" "Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.")<br />
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.<br />
* Have a science lab. Use living creatures and people as test subjects.<br />
<br />
<br />
Doomsday device suggestions:<br />
* Flood the map with water/magma (may require building walls around the edge of the map)<br />
**BONUS: the water has carp in it.<br />
***BONUSMOD: Carp with laser beams attached to their heads.<br />
* Build an "Earthquake Machine" (the entire map is supported by a single support, which is connected to a lever)<br />
* Build an extensive holding cell network for "scientific purposes". Fill it with megabeasts and <s>elephants</s> <s>unicorns,</s> skeletal carp in secret. Have a lever that lets everything free to feed on the general population.<br />
* Embark in an evil area, and capture and tame all those undead animals <sup>if possible</sup> to create your own undead army<br />
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.<br />
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.<br />
<!-- feel free to add your own ideas for doomsday devices to this list --><br />
<br />
<br />
{{Category|Guides}}<br />
<br />
=== The Grand Treasury ===<br />
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.<br />
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. <br />
<br />
*Bonus: Build up the treasury and raid it successfully in Adventure Mode<br />
<br />
=== Heaven ===<br />
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:<br />
# Streets paved with gold.<br />
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.<br />
# No dwarves die (except for criminals). Heaven is everlasting.<br />
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.<br />
# Nothing is ever stolen. St. Peter doesn't screw up.<br />
# After the King has arrived, any male children he has must be sent out to fight sieges alone.<br />
<br />
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br /><br />
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.<br /><br />
BONUS: Make Heaven 10 stories above the ground<br /><br />
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br /><br />
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.<br /><br />
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.<br />
# The Sky darkens (an obsidian ceiling spanning over the map).<br />
# Meteors (opened lava tanks and cave-ins) devastate the earth.<br />
# All bodies of water turn bloody.<br />
# Dig into the HFS and have a battle between Heaven and Hell.<br /><br />
<br />
=== City of Ember ===<br />
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!<br />
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.<br />
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.<br />
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.<br />
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.<br />
# Have a "greenhouse" out on the outskirts for farming.<br />
# You MUST have an underground river and use it for power.<br />
# You MUST have magma and use it for power.<br />
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).<br />
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).<br />
# After 200 or more years, unseal the city and colonize the surface.<br />
<br />
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.<br /><br />
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&diff=9651440d:Cave adaptation2010-04-21T02:11:14Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
'''Cave adaptation''' is a condition that happens to your dwarves after spending too much time underground. It is unclear as to how much time without sunlight causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.<br />
<br />
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative {{L|thought}}s. If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects. A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will {{L|vomit}} all over the ground. While vomiting a dwarf is unable to defend himself, which can be a problem during combat. A dwarf with cave adaptation may end up with a {{L|stun}} status when exposed to the sun.<br />
<br />
A dwarf with the description, 'likes working outdoors and grumbles only mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is - in fact, said dwarf may even '''have''' cave adaptation.<br />
<br />
Fortunately, cave adaptation is not a serious issue. The unhappy thought from serious cave adaptation is strong (strong enough to totally negate the "slept in a room like a personal palace" happy thought), and can easily push already unhappy dwarves over the edge, but it is very controllable. Setting up a meeting area outside and above ground with items that cause powerful happy thoughts helps: very valuable {{L|statue}}s are the best bet here. Be sure to wall it in or otherwise protect it so the area is not a liability during a {{L|siege}} (and don't forget flying creatures). Cave-adapted dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves. If you do it right, you roughly break even.<br />
<br />
Prolonged, regular exposure to sunlight WILL cure cave adaptation, so this technique could be considered a controlled catharsis. Dwarves who vomit all the time don't seem to get hungry any faster.<br />
<br />
If your {{L|trade depot}} is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once. Fortunately, the merchants seem to take this in stride, and it doesn't seem to negatively affect negotiations.<br />
<br />
== Preventing and curing cave adaptation ==<br />
The easiest way to deal with cave adaption is not to go outside at all. On most maps this is quite manageable, e.g. with traders bringing enough wood, making bolts from your own cattle (no hunting), et cetera.<br />
<br />
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to ''outdoor'' sunlight. ''Indoor'' sunlight will not treat cave adaptation, nor will it trigger the ill effects. An ''outdoor'' area to fight cave adaptation may be accomplished by having a {{L|meeting area}} or {{L|statue garden}} exposed to sunlight, with no roof. An {{L|armor stand}} or {{L|weapon rack}} placed outside in the same manner and made into a {{L|barracks}} for {{L|sparring}} will prevent cave adaptation in your {{L|military}} and is highly recommended, as constantly vomiting champions aren't particularly useful during combat.<br />
<br />
If you build your fortress in entirely {{L|Tile attributes|above-ground}} areas, your dwarves will never become cave-adapted in the first place - if you start them off underground and then move them to the surface, they will vomit as they get used to the sunlight, but living in constructed surface buildings (or even a cast {{L|obsidian}} tower) will not cause them to relapse.<br />
<br />
Occasional or brief exposures to sunlight cannot prevent cave adaption, though it will still make them suffer; negative {{L|thoughts}} cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.<br />
<br />
If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold {{L|plump helmet}}.<br />
<br />
You can also cure cave adaptation by cheating, and just removing the tag from the dwarves' RAW files. Under "creature_standard.txt", remove the [CAVE_ADAPT] line and save.<br />
<br />
== Proper Perspective ==<br />
<br />
{{D for Dwarf}}<br />
Dwarven philosophers have pointed out that this odd ''human'' labeling misconceives an advantage for a problem and that in fact "sun adaption" is rather something to worry about. Blinding and losing control over bowel movements is nothing but a strong and appropriate warning signal from exposing the so-amazingly-adapted dwarven eye to the piercing sunlight. More so, since there is no good reason for exposing oneself to the various uncontrollable surface dangers in the first place. Does not the best wood come from tower caps? How can one spend "too much" time underground? How is the dwarven adaption to its natural environment (which is, by the way, a birth gift, not acquired) objectionable? Is it the human eye that picks out the greatest gems from inconspicuous rock? Or, in the words of Zuglares: "Does even a human look into the sun?" Did not the great poet Uristophanes say "Is there ore? Is there gem? Is there proper rock? Does the purple one spread its shield? What are you longing for, clouded mind?"<br />
<br />
Pragmatically put, dwarves belong inside, buildings belong inside, if it means showing traders our great halls, all the better. If one lusts after strange surface crops, there are other ways. A true dwarf strives for his own tree farm. The hunter's fate is that of a pitiful outcast, sacrificing his sanity to serve his home. Who misses the petty glowball when one can admire legendary halls and artwork? Give the surface what it deserves - your refuse.<br />
<br />
== See also ==<br />
* {{L|Vomit}}<br />
<br />
{{Category|Lore}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Cave&diff=9651340d:Cave2010-04-21T02:11:13Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''cave''' is a natural formation that occurs in any area, consisting of a circular entrance on the surface leading to narrow winding passageways that span several Z-levels. Caves are sometimes home to hostile {{L|creatures}}, named "{{L|current resident}}s", as well as several of a randomly selected {{L|chasm}} creature.<br />
<br />
Starting a fortress on a cave by accident is somewhat rare, however they can be made visible as an advanced parameter ({{k|e}}) during '''Design new world with parameters''' and then show up on the embark screen. Another way to find them is to take quests, ask about the surroundings, and scout for them in {{L|adventure mode}}. This will place them on your map, and also on the embark map for {{L|fortress mode}}.<br />
<br />
{{L|Megabeast}}s and semimegabeasts will quite often make their home in caves, and {{L|Kobolds}} may settle in them as well.<br />
<br />
{{World}}<br />
<br />
{{Category|World}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=23a:Cassiterite&diff=9651223a:Cassiterite2010-04-21T02:11:11Z<p>SoyBot: </p>
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<div>{{av}}{{stub}}<br />
{{23a Ore|name=Cassiterite|tile=£|color=#880<br />
|uses = <br />
* {{L|Ore}} of {{L|tin}}<br />
* Smelting {{L|bronze}}<br />
|location =<br />
* Anywhere<br />
|properties =<br />
}}<br />
<br />
'''Cassiterite''' is the ore that can be {{L|smelt}}ed into {{L|tin}}. This ore can also be smelted with {{L|malachite}} to create {{L|bronze}}. Cassiterite can be found at any depth within the side of the mountain.<br />
<br />
== Smelting ==<br />
Cassiterite is a required ingredient to make several types of metal alloy bars from ore at a {{L|smelter}}:<br />
<br />
* {{L|Tin}} bars<br />
* {{L|Bronze}} bars - with {{L|malachite}}<br />
<br />
<gallery><br />
File:Cassiterita.jpeg|Cassiterite, 3-4 cm<br />
File:Cassiterite2bis.jpg|Cassiterite on quartz<br />
File:Prehistoric Times of Bohemia, Moravia and Slovakia - NM Prague 15.JPG|Cassiterite on a rock<br />
</gallery><br />
<br />
<!-- need 23a Rocks template<br />
{{Rocks}}<br />
{{Category|Ore}}<br />
--></div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Carve_fortifications&diff=9651140d:Carve fortifications2010-04-21T02:11:09Z<p>SoyBot: </p>
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<div>{{av}}<br />
The ''carve fortifications'' designation is a designation which allows you to produce {{L|fortification}}s in a smoothed natural rock face. It can be used to carve fortifications into {{L|construction}}s.<br />
<br />
{{Category|Designations}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Calendar&diff=9651040d:Calendar2010-04-21T02:11:05Z<p>SoyBot: </p>
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<div>{{av}}<br />
The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the {{L|Status}} Screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|wood}}. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.<br />
<br />
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. <br />
<br />
== Months and seasons ==<br />
<br />
{| style="border-spacing: 0"<br />
|-<br />
| style="padding: 0.2em; background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="padding: 0.2em; background: #cfc; width: 10em; text-align: left" | {{L|Granite}}<br />
| style="padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #cfc" rowspan="3" | Spring<br />
|-<br />
| style="padding: 0.2em; background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="padding: 0.2em; background: #cfc; width: 10em; text-align: left" | {{L|Slate}}<br />
| style="padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
|-<br />
| style="padding: 0.2em; background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="padding: 0.2em; background: #cfc; width: 10em; text-align: left" | {{L|Felsite}}<br />
| style="padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|-<br />
| style="padding: 0.2em; background: #ff8" | {{tile|*|#800|#ff8}}<br />
! style="padding: 0.2em; background: #ffc; width: 10em; text-align: left" | {{L|Hematite}}<br />
| style="padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #ffc" rowspan="3" | Summer<br />
|-<br />
| style="padding: 0.2em; background: #ff8" | {{tile|*|green|#ff8}}<br />
! style="padding: 0.2em; background: #ffc; width: 10em; text-align: left" | {{L|Malachite}}<br />
| style="padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
| style="padding: 0.2em; background: #ff8" | {{tile|*|grey|#ff8}}<br />
! style="padding: 0.2em; background: #ffc; width: 10em; text-align: left" | {{L|Galena}}<br />
| style="padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|-<br />
| style="padding: 0.2em; background: #f88" | {{tile|•|white|#f88}}<br />
! style="padding: 0.2em; background: #fcc; width: 10em; text-align: left" | {{L|Limestone}}<br />
| style="padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #fcc" rowspan="3" | Autumn<br />
|-<br />
| style="padding: 0.2em; background: #f88" | {{tile|•|grey|#f88}}<br />
! style="padding: 0.2em; background: #fcc; width: 10em; text-align: left" | {{L|Sandstone}}<br />
| style="padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
| style="padding: 0.2em; background: #f88" | {{tile|▬|#770|#f88}}<br />
! style="padding: 0.2em; background: #fcc; width: 10em; text-align: left" | {{L|wood|Timber}}<br />
| style="padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|-<br />
| style="padding: 0.2em; background: #88f" | {{tile|♦|white|#88f}}<br />
! style="padding: 0.2em; background: #ccf; width: 10em; text-align: left" | {{L|Moonstone}}<br />
| style="padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #ccf" rowspan="3" | Winter<br />
|-<br />
| style="padding: 0.2em; background: #88f" | {{tile|♦|white|#88f}}<br />
! style="padding: 0.2em; background: #ccf; width: 10em; text-align: left" | {{L|Opal}}<br />
| style="padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
| style="padding: 0.2em; background: #88f" | {{tile|•|#444|#88f}}<br />
! style="padding: 0.2em; background: #ccf; width: 10em; text-align: left" | {{L|Obsidian}}<br />
| style="padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|}<br />
<br />
== Ages ==<br />
<br />
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of {{L|megabeast}}s alive and dominant {{L|civilization}}s.<br /><br />
<br />
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:<br /><br />
-'''Age of Myth'''<br /><br />
-'''Age of Legends'''<br /><br />
-'''Age of Heroes'''<br /><br />
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.<br /><br />
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into {{L|glowing pits|a very bad place}} can also trigger an Age change.<br /><br />
''The Age of Myth was a time when living gods and mighty beasts still held sway.''<br /><br />
''The Age of Legends was a time when powers of the world were fading.''<br /><br />
''The Age of Heroes was a time when the last of the powers fought their final battles.''<br /><br />
<br />
-'''Age of (Megabeast's name)'''<br /><br />
-'''Age of (Demon's name)'''<br /><br />
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.<br /><br />
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''<br /><br />
<br />
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: "'''The Age of Titan and Dragon'''" or "'''The Age of Two Demons'''"<br /><br />
Same as above, but with two notable Megabeasts/Demons.<br /><br />
<br />
-'''Age of Three Powers'''<br /><br />
Even better than above, three notable Megabeasts/Demons.<br /><br />
<br />
-'''Age of (Race name)''', eg: "'''The Age of Dwarves'''"<br /><br />
One race becomes dominant in the world, or it's the only race left in the world.<br /><br />
''The Age of Dwarves was a time when dwarves ruled the world.''<br /><br />
<br />
-'''The Golden Age'''<br /><br />
Civilizations are expanding, and there are no wars and other things for them to worry about.<br /><br />
''The Golden Age was a time when various civilized races peopled the world.''<br /><br />
<br />
-'''Age of Fairy Tales'''<br /><br />
Toady One' quote from 2008 devlog:<br /><br />
<blockquote><br />
"I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen."<br />
</blockquote><br />
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''<br /><br />
<br />
-'''Age of Twilight'''<br /><br />
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.<br /><br />
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''<br />
<br />
-'''Age of Civilization'''<br /><br />
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.<br /><br />
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''<br /><br />
<br />
-'''Age of Death'''<br /><br />
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.<br /><br />
''The Age of Death was a time after civilization had crumbled completely.''<br /><br />
<br />
-'''Age of Emptiness'''<br /><br />
The Age of Emptiness is a time when there are no civilized beings left alive. This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.<br /><br />
''The Age of Emptiness was a time when no civilized peoples existed in the world.'<br /><br />
<br />
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]<br /><br />
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]<br /><br />
<br />
== Farming ==<br />
<br />
With the changing seasons come different {{L|weather}} conditions, depending on your {{L|climate}}. A typical {{L|temperate}} {{L|mountain}}side fort will have snow in spring and winter, with warm summers and colourful autumns. The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year. (See the {{L|List of crops}}.)<br />
<br />
== Trading ==<br />
Each season bar winter brings the possibility of {{L|trade}}rs from one race or another.<br />
<br />
The fussy <s>hippie tree lovers</s> {{L|elf|elves}} arrive in Spring with {{L|wood|wooden}} crafts and weapons, cages (often containing exotic {{L|animals}}), various {{L|crop|fruits and berries}}, and {{L|rope reed}} cloth items.<br />
<br />
{{L|Human}}s come in Summer with their {{L|wagon}} bursting with supplies, eager for <s>junk</s> stone craft goods.<br />
<br />
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of <s>fresh cannon fodder</s> new migrants in the year ahead.<br />
<br />
A {{L|goblin}} caravan may arrive during winter if your civilization is at peace with the goblins. <br />
<br />
<br />
{{Category|World}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:CMV&diff=9650940d:CMV2010-04-21T02:11:03Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
The [[CMV]] file format is used for recording movies within Dwarf Fortress. Movies can be recorded ingame by pressing {{key|;}} from anywhere within the game and following the instructions. CMV files can be played back ingame from the same menu (which works from the opening menu screen) or by using a 3rd party player. There is a standalone [[Utilities#CMVPlayer|CMV player]] for windows and an online [http://mkv25.net/dfma/movie-1-tragicmule flash based CMV player] on the [[User:Markavian/DF_Map_Archive|DF Map Archive]].<br />
<br />
==Movie Archive==<br />
Since September 2007, members of the DF community have been able to [http://mkv25.net/dfma/addmovie.php share] and [http://mkv25.net/dfma/browsemovies.php watch] CMV movies with other players in the community through the movie pages on the DF Map Archive. This was thanks in part to '''gonbon''' who wrote and provided the flash based CMV Player for use in the community. <br />
<br />
==Historical notes==<br />
In August 2008 [[Toady One]] upgraded the recording capabilities of Dwarf Fortress to support tilesets wider than the standard 80x25 format.<br />
<br />
==CCMV File format== <br />
In order to boost the compression of CMV files, SL introduced a Compressed CMV file format (CCMV) using a single pass through zlib on the final file data. This compression is compatible with the Flash player on the DFMA. The smaller file size means quicker downloads but breaks any streaming functionality that would have been possible with the standard CMV file format.<br />
<br />
==File format==<br />
* Jifodus's user page has a table describing the [[User:Jifodus/CMV_file_format|CMV file format]].<br />
* Markavian's user page has an updated version expressed as a [[User:Markavian/CMV_file_format|C# CMV Class]], based on optimization code written by [http://shadowlord13.googlepages.com/dfmap-index.html SL], and header information forwarded by ToadyOne.<br />
<br />
{{Category|Interface}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Building_list&diff=9650840d:Building list2010-04-21T02:11:02Z<p>SoyBot: </p>
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<div>{{av}}<br />
The building list screen is accessed from the main view by pressing {{k|r}}. A list of the buildings (along with their owners) is displayed. If {{L|room}}s are created from the buildings that do overlap with other rooms they are displayed in red. This is of interest as overlapping rooms are drastically reduced in quality, basically splitting value between them.<br />
<br />
On some buildings, specifically those that need the {{L|architecture}} {{L|skill}} to be built ({{L|trade depot}}s, {{L|bridge}}s, {{L|archery target}}s, {{L|furnace}}s, {{L|pump}}s, {{L|road}}s...), the {{L|quality}} levels of both the design and the construction (as well as the names of the dwarves involved) can be made visible by pressing {{k|Enter}}.<br />
<br />
{{Category|Interface}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Building_designer&diff=9650740d:Building designer2010-04-21T02:11:00Z<p>SoyBot: </p>
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<div>{{av}}<br />
{{Skill<br />
| color = #808<br />
| skill = Building Designer<br />
| specialty = Architect<br />
| profession = {{L|Administrator}}<br />
| job name = Architecture<br />
| tasks =<br />
* Construct Building<br />
}}<br />
The '''building designer''' {{L|skill}} is used in the construction of certain {{L|building}}s. Its corresponding {{L|labor}} is '''architecture'''. Building designer has no influence on the speed with which such buildings are constructed; its only effect is to influence the {{L|quality}} of designed buildings, which has only modest benefits.<br />
<br />
== Using architecture ==<br />
<br />
The building types that require architecture are:<br />
<br />
* {{L|Archery target}}s<br />
* {{L|Bridge}}s<br />
* All {{L|furnace}}s<br />
* Paved {{L|road}}s<br />
* {{L|Screw pump}}s<br />
* {{L|Shop}}s<br />
* {{L|Support}}s<br />
* {{L|Trade depot}}s<br />
* {{L|Waterwheel}}s<br />
* {{L|Well}}s<br />
* {{L|Windmill}}s<br />
<br />
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris. The architect's time can be minimised by placing appropriate [[stockpiles]] near the selected location and by designating debris for [[dump]]ing in advance. The building is then built in two stages: the first performed by the architect, and the second by a {{L|mason}} (if the building built from {{L|stone}}, stone {{L|block}}s, or {{L|glass}} blocks), a {{L|carpenter}} (if it is built from {{L|log}}s or wood blocks), or a {{L|metalsmith}} (if it is built from metal {{L|bar}}s or blocks).<br />
<br />
== Speed of construction ==<br />
<br />
Building designer skill does not increase the speed with which buildings are designed, nor does agility: a no-skill building designer and a legendary designer will both design buildings at an identical rate. The rate of construction is likewise unaffected by the level of the secondary skill (masonry, etc.), but is dictated solely by {{L|agility}}. This makes building designer experience of very limited value, having only an effect on the designed building's {{L|quality}}.<br />
<br />
Buildings which require a variable amount of materials (namely, {{L|bridge}}s and {{L|road}}s) will be built at a rate proportional to the amount of material used. Buildings which require a set number of materials to construct (such as a {{L|trade depot}} or a {{L|support}}) will all be built at the same rate, once the needed materials are all assembled. <br />
<br />
Bridges and roads will take longer to build than those that require a set number of materials, even when comparing, say, a one-tile road (one stone) to a three stone {{L|trade depot}}.<br />
<br />
== Experience granted ==<br />
Building a "designed" building grants 30 points of {{L|experience}} in building designer to the architect and a varying number of points in masonry/carpentry/blacksmithing to whomever finishes the structure (this may be the architect as well, if he or she has the appropriate labor enabled). Any of the {{L|metalsmith}} labors will be used if the building is made of metal, though only {{L|Metalsmith|blacksmithing}} experience will be granted.<br />
<br />
The architectural experience will be awarded at the end of the "designing" stage, but the masonry (or other) experience will be awarded gradually as the dwarf constructs the building. The amount of experience granted depends on the amount of time spent constructing - for example, constructing a 10x10 tile road will grant more experience than a screw pump.<br />
<br />
== Training methods ==<br />
<br />
A relatively easy way to train a dwarf's building designer skill is to place many {{L|support}}s in a recently mined hall. The architect can use nearby stone to design the supports and gain experience, then those designations can be deleted with {{k|q}} + {{k|x}}. Note that if the architect also has the {{L|masonry}} labor enabled they may actually build the support before designing the next. (If other dwarves have masonry enabled, they might come in behind the designer and do likewise.) If unbuilt, the stone can be immediately reused after cancelling the construction of the supports.<br />
<br />
== Building quality ==<br />
<br />
Building designer skill influences the {{L|quality}} of "designed" buildings (those listed above). The quality of the building is determined by the skill of the architect ''and'' the skill of the builder (mason/etc.). The game assigns two values that can be viewed with the {{L|building list}}. When determining the overall value of the building, these two values are simply added together to form an overall value multiplier ranging from 2 to 24.<br />
<br />
Buildings that do not involve an architect do not have any quality (aside from "built" {{L|furniture}} -- tables, statues, doors, etc.).<br />
<br />
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy {{L|thought}} in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the "created wealth" section of the {{L|status}} screen). The first effect is usually easy to achieve by using high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as {{L|platinum}} or {{L|artifact}} components).<br />
<br />
Destroying a masterwork structure (whether via {{L|cave-in}} or {{L|building destroyer}}) will give an unhappy {{L|thought}} to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not.<br />
<br />
{{Skills}}<br />
{{Category|Skills}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Brook&diff=9650640d:Brook2010-04-21T02:10:58Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''brook''' is a small [[river]] that [[creatures]] and [[wagon]]s can travel across without [[swimming]], without even getting [[Water#"Water covering"|wet]]. The top of the brook shows running [[water]] as long as there is water in the tile below; if the brook is [[dam]]med or otherwise drained, a dry streambed character (similar in appearance to a [[boulder]], but not blocking wagons) will appear instead. The top of a brook acts like a floor grate most of the time: fluids, such as {{L|magma}} and water itself, will fall through it, and it can be fished through as well. However, releasing water over the surface of a brook will cause the brook to become {{L|mud}}dy, and capable of being {{L|farm}}ed on. <br />
<br />
{{L|Water wheel}}s and {{L|well}}s will not function if placed directly on a brook. In order to get either to work, you must dig a {{L|channel}} through the {{L|floor|surface}} of the brook, which removes the floor tiles, making that part like a normal river.<br />
<br />
=== Accessing the stream bed ===<br />
The level in which the water flows, beneath the surface of the brook, is also labeled "Brook". It blocks movement while allowing water to flow very freely. It has the same appearance as water, unless all the water is drained at which point it takes on the appearance of a boulder. It cannot be {{L|smoothed}}, but it can be mined out to produce one {{L|stone}}, which may lie on a floor of {{L|clay}} or other non-matching material. This can provide an important source of stone in maps which contain {{L|aquifers}} with the brook itself providing the {{L|water_wheel|motive force}} for {{L|Aquifer#The_Pump_Method|draining}} the aquifer, and the {{L|stone}} supplying the much needed {{L|mechanism}}s. The terrain of the brook bed seems to be {{L|Inside}} {{L|Light}} {{L|Above ground|Above Ground}} when dug out or drained, while appearing here and there as {{L|Outside}} in unmined areas. The clay bed can be farmed normally with above-ground crops.<br />
<br />
Water flows from one "upstream" end of the brook at the edge of the map, while draining from the downstream end.<br />
<br />
If a brook is "broken" by collapsing a construction over it, the broken tiles will destroy water that flows into them (this will eventually drain the downstream portion of the brook) - when this is done, the floor is missing but the tiles at Z-1 are still "brook" rather than being dug out.<br />
<br />
It is possible to swim in a brook in {{L|adventure mode}}. If you enter a river near a brook/river transition, the brook tiles will act like a wall normally, but you can alt move into the brook tile to swim into it. While swimming in a brook, it is impossible to move up through the brook, the same way one cannot go down through a brook, and you will also begin to drown.<br />
<br />
===See also===<br />
<br />
* {{L|Well guide}} - for info on tapping a brook for unlimited water for wells, etc.<br />
* {{L|dam}} - for info on that project.<br />
<br />
{{World}}<br />
<br />
{{Category|Map tiles}}<br />
{{Category|Water bodies}}<br />
{{Category|World}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Boulder&diff=9650540d:Boulder2010-04-21T02:10:54Z<p>SoyBot: </p>
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<div>{{av}}<br />
A '''boulder''' is a [[map tile]] that occurs randomly across the surface of the world (often found on [[soil]] or [[sand]]). Boulders represent fragments of various [[stone]] types. They can impede the movement of wagons and get in the way of construction projects on land but can be walked over by [[dwarves]] and other [[creatures]]. To remove a boulder, access the {{k|d}}esignations menu and {{k|s}}mooth stone, click on the stone and an [[engraver]] should come along to turn the boulder into a smooth rock [[floor]]. The resulting floor is the material of the boulder rather than the apparent surrounding material of the ground that the boulder was on.<br />
<br />
If you wish to remove a boulder without creating a smoothed tile in its place, there is [[Exploit|another way]]. Simply designate a wall to be constructed on top of the boulder. After it has been constructed, designate it to be removed. Due to a [[bug]], when a dwarf removes the wall, the floor will be replaced by the dominant floor tile of the area (usually soil).<br />
<br />
{{Category|Map tiles}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Bone_meal&diff=9650440d:Bone meal2010-04-21T02:10:53Z<p>SoyBot: </p>
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<div>{{av}}<br />
Bone meal is an object found in {{L|glowing pit}}s. It is also listed under {{L|stockpile}} options for food. It cannot be used for any purpose whatsoever, and is, for now, just for atmosphere. Any bone meal present in the pit will disappear during the next {{L|season}} change.<br />
<br />
It can be {{L|modding|modded}} in as [<span></span>{{L|Item tokens|POWDER_MISC}}:NONE:{{L|matgloss tokens|BONE:(CREATURE)}}].<br />
<br />
In reality, '''bone meal''' is a primitive food supplement made by grinding bones into a fine powder.<br />
<br />
{{Category|World}}<br />
{{Category|Items}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Bone&diff=9650340d:Bone2010-04-21T02:10:51Z<p>SoyBot: </p>
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<div>{{av}}<br />
'''Bone''' can be obtained from the {{L|corpse}}s of dead {{L|creatures}}, or from {{L|severed body part}}s. A corpse, whether {{L|butcher's shop|butchered}} or {{L|rot}}ted, will yield a {{L|stack}} of bones equal to the creature's size. Any bones on a tile defined as "{{L|Tile attributes|Above Ground}}" will vanish over time.<br />
<br />
Bones are processed at the [[craftsdwarf's workshop]] and [[bowyer's workshop]], and can be used to make:<br />
<br />
* Bone {{L|craft}}s, which can be sold. Bone crafts have a {{L|value}} dependent on their quality and an {{L|Modvalue|inherent number}} that depends on the creature it came from. {{L|Troll}} and {{L|elephant}} bones are more valuable than {{L|goblin}} or {{L|raccoon}} bones, for example. {{L|Dragon}} bones are extremely valuable.<br />
* Bone {{L|armor}}. Bone armor is not particularly protective, but is very light and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality {{L|iron}} armor.<br />
* Bone {{L|decoration}}s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures. A totem counts against the bone types for this, so a deer skull totem can not be decorated with deer bone.<br />
* Bone {{L|bolt}}s. These bolts are fired from crossbows. They are not valuable, so {{L|marksdwarf|marksdwarves}} will use them for practice, as opposed to {{L|metal}} bolts. Each bone in the stack will produce 5 bolts.<br />
* Bone {{L|crossbow}}s. While they do much less {{L|damage}} in melee than crossbows of better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much {{L|metal}}.<br />
<br />
The {{L|quality}} of all bone items created depends on the {{L|bone carving}} skill of the {{L|dwarf}} who creates them, with the exception of crossbows, which requires {{L|crossbow-making}}.<br />
<br />
Bone is not a building material.<br />
<br />
==See also==<br />
*{{L|Meat industry}}<br />
<br />
{{Category|Materials}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Bodygloss&diff=9650240d:Bodygloss2010-04-21T02:10:50Z<p>SoyBot: </p>
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<div>{{av}}<br />
<br />
A '''bodygloss''' is a token in the raw {{L|body tokens}} and {{L|creature tokens}} which performs a simple word substitution on the creature's body parts. For instance, if a creature makes use of the "[BODYGLOSS:PAW]" token, then a hypothetical body part called "second right foot" would be renamed "second right paw".<br />
<br />
It is important to distinguish the body token and creature token versions. The body token variant is defined anywhere in an "OBJECT:BODY" file and has the following syntax: ''[BODYGLOSS:id:match:replacement]''<br />
<br />
To make use of this token, the creature token variant is included beneath a creature definition (in an "OBJECT:CREATURE" file) and has the following syntax: ''[BODYGLOSS:id]''<br />
<br />
Then, it will perform the word substitution defined by the bodygloss in the body tokens file; any occurrence of the word ''match'' in any body part will be replaced with the word ''replacement''.<br />
<br />
The default list of bodyglosses included in the unmodded Dwarf Fortress is as follows, as taken from body_default.txt:<br />
<br />
[BODYGLOSS:PAW:foot:paw]<br />
[BODYGLOSS:MAW:mouth:maw]<br />
[BODYGLOSS:CLAW_HAND:hand:claw]<br />
[BODYGLOSS:CLAW_FOOT:foot:claw]<br />
[BODYGLOSS:TALON_FOOT:foot:talon]<br />
[BODYGLOSS:HOOF:foot:hoof]<br />
[BODYGLOSS:TRUNK:body:trunk]<br />
[BODYGLOSS:BRANCH_ARM:arm:branch]<br />
[BODYGLOSS:LEG_STUMP:leg:stump]<br />
[BODYGLOSS:ROOTS_FOOT:foot:roots]<br />
[BODYGLOSS:INSECT_UPPERBODY:upper body:thorax]<br />
[BODYGLOSS:INSECT_LOWERBODY:lower body:abdomen]<br />
<br />
{{Category|Modding}}{{Category|Tokens}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Body_token&diff=9650140d:Body token2010-04-21T02:10:49Z<p>SoyBot: </p>
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<div>{{av}}<br />
{{Category|Modding}}<br />
<br />
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure. There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).<br />
<br />
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes. Each part listed in each template is then included in the creature. In other words: a creature lists the ''body templates'' it is made of. Each ''body template'' contains a set of ''body parts''. Each ''body part'' specifies which other body part it is attached to.<br />
<br />
Body parts can connect specifically to another body part, or generally to any body part of a certain category. These connections are handled by the CON and CONTYPE body part tokens respectively.<br />
<br />
Body parts can be renamed with a ''{{L|bodygloss}}'', allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.<br />
<br />
== Convention ==<br />
<br />
The convention in the unmodded raw object data in Dwarf Fortress is to make the centre of mass the core of the creature. All other body parts then attach to this central mass, or to those body parts that attach to this central mass. Creating chains of attachments in this fashion produces limbs. If a part is listed before a part that it is attached to is, this can create strange bugs, such as the creatures instantly suffocating.<br />
<br />
While it is possible to use the CON token to connect to a specific body part ID even if it is in another template, it is convention within the default raw object data to use a CONTYPE if the connected part is in another template, for safety. Otherwise, a creature must have both templates within its BODY token to prevent unpredictable behaviour when the creature is used during world generation or simulated during gameplay.<br />
<br />
==Basic Syntax==<br />
<br />
filename<br />
<br />
[OBJECT:BODY]<br />
<br />
[BODY:TEMPLATE1]<br />
[BP:CORE][UPPERBODY][...]<br />
[BP:PART1][CONTYPE:UPPERBODY][...]<br />
[BP:PART2][CON:CORE][...]<br />
<br />
[BODYGLOSS:FOOBAR:foo:bar]<br />
<br />
<br />
==Body==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| BODY<br />
|<br />
* id<br />
| The name of the body template. Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.<br />
<br />
|-<br />
| BODYGLOSS<br />
|<br />
* id<br />
* match<br />
* replacement<br />
| Replaces all occurrences of "match" in the creature's body parts with "replacement". E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any "right leg" to appear as "right tentacle". Testing required: would "brain legend" appear as "brain tentacleend"?{{verify}}<br />
<br />
|-<br />
|}<br />
<br />
<br />
==Body Parts==<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| APERTURE<br />
| <br />
| An opening in the body. Cannot be destroyed except by destroying the part is attached to.<br />
<br />
|-<br />
| BP<br />
|<br />
* id<br />
| The internal object ID of the body part. Unlike many other tokens in the game, the id of the BP does not need to be unique throughout all of the raw object files, though it does need to be unique within the BODY it is in.<br />
<br />
|-<br />
| BREATHE<br />
| <br />
| The body part is necessary to breathe. If the body part is destroyed, the creature can suffocate unless it has the NOBREATHE token. The NOBREATHE token also causes the part to heal normally.<br />
<br />
|-<br />
| CIRCULATION<br />
| <br />
| If this body part is destroyed, the creature will bleed to death?<br />
<br />
|-<br />
| CON<br />
|<br />
* id<br />
| The specific body part ''object ID'' to which this body part attaches. This tag is optional. Interesting effects can be created by leaving unconnected body parts. If an invalid ID is given, the body part is unconnected. This can lead to interesting bugs.<br />
<br />
|-<br />
| CONTYPE<br />
|<br />
* type<br />
| The body part ''token type'' to which this body part attaches. Note that if the creature has more than one body part with that token type each of them will get its own additional body part attached. For example, if a creature has two upper bodies (two torsos) and a lower body, the CONTYPE:UPPER_BODY means that the two upper torsos are connected to the lower torso by default. This tag is optional. Interesting effects can be created by leaving unconnected body parts.<br />
<br />
|-<br />
| DIGIT<br />
| <br />
| Is a finger/toe. Unknown effect. DIGITs '''may''' only be damaged when their connected body part is damaged, they do not appear to be valid targets for damage otherwise.<br />
<br />
|-<br />
| EMBEDDED<br />
| <br />
| The body part is embedded into the body -- it is external and can be gouged out. This does not make a part invisible.<br />
<br />
|-<br />
| FLIER<br />
| <br />
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.<br />
<br />
|-<br />
| GRASP<br />
| <br />
| The body part can be used to hold items (if the creature has the EQUIPS token) or {{L|wrestling|wrestle}}.<br />
<br />
|-<br />
| GUTS<br />
| <br />
| To be thought of like intestines. Can be disemboweled, causing a slow painful death from heavy bleeding.<br />
<br />
|-<br />
| HEAD<br />
|<br />
| Vital bodypart. If severed, creature dies. A creature doesn't die until an UPPERBODY, HEAD, or LOWERBODY is destroyed, so a creature without one or all of these can't be killed*. HEADs aren't redundant, once one is destroyed the creature dies.<br />
*most creatures can also be killed indirectly by suffocation or blood loss. (or brain damage?).<br />
<br />
|-<br />
| HEAR<br />
| <br />
| Unknown effect. Presumably allows the creature to listen. Also makes earrings equippable.<br />
<br />
|-<br />
| INTERNAL<br />
| <br />
| The body part is an internal organ and is not visible until injured. In 40d, it appears that the [SMALL] tag is what actually makes organs invisible, and that non-SMALL internal organs are visible even before being damaged.<br />
<br />
|-<br />
| JOINT<br />
| <br />
| Can be broken by {{L|wrestling}} (possibly falling damage in a future version).<br />
<br />
|-<br />
| LEFT<br />
| <br />
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.<br />
<br />
|-<br />
| LIMB<br />
|<br />
| The body part is usable for {{L|wrestling}} (i.e. can grab, lock, choke, etc).<br />
<br />
|-<br />
| LOWERBODY<br />
|<br />
| The body part is another part of the "core" of the creature. When the lowerbody body part is destroyed, the creature is bisected. A creature doesn't die untill an UPPERBODY, HEAD, or LOWERBODY is destroyed, so a creature without one or all of these can't be killed*. LOWERBODYs aren't redundant, once one is destroyed the creature dies.<br />
*most creatures can also be killed indirectly by suffocation or blood loss. (or brain damage?).<br />
<br />
|-<br />
| MOUTH<br />
|<br />
| Unknown effect. Does not allow creature to eat. Often tied to a creature's attacks, so this may be the primary use of the tag.<br />
<br />
|-<br />
| NERVOUS<br />
| <br />
| Causes pain when destroyed and appears to stop a part from healing over time. However, it will heal normally if creature is NOTHOUGHT. Other effects?<br />
<br />
|-<br />
| RIGHT<br />
| <br />
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.<br />
<br />
|-<br />
| SIGHT<br />
|<br />
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks). May need more testing.<br />
<br />
|-<br />
| SKELETON<br />
|<br />
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.<br />
<br />
|-<br />
| SMALL<br />
| <br />
| Unknown effect. Reduces chance to hit? Also will cloak body parts much like the [INTERNAL] or the [EMBEDDED] tags will. Allows body parts to be pinched. In 40d it appears that body parts are visible unless [SMALL], even if they are [INTERNAL] or [EMBEDDED]. If the root (first BP) of the creature is [SMALL], it will not be targeted until all other parts have been severed or torn off.<br />
<br />
|-<br />
| SMELL<br />
| <br />
| Unknown effect. Presumably allows creature to smell.<br />
<br />
|-<br />
| STANCE<br />
|<br />
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse. It also makes the body part act like a foot, and can be problematic as the body part can be armored by a boot. STANCE body parts that are unconnected to the root (have no CON tag) do not count towards keeping the creature standing (NOTE: if '''any''' [STANCE] body parts are unconnected to root, the creature may fall over. Further testing required).<br />
<br />
|-<br />
| THOUGHT<br />
| <br />
| Necessary for the creature to think. Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token. Also seems to apply the effects of NERVOUS.<br />
<br />
|-<br />
| THROAT<br />
| <br />
| Can be strangled with {{L|wrestling}} to cause winding, unconsciousness, and eventual death. Strangely, even creatures with the NOBREATHE token can be rendered unconscious (but not dead) by strangulation.<br />
<br />
|-<br />
| UPPERBODY<br />
| <br />
| The body part is the "core" of the creature; when the upperbody body part is destroyed, the creature is blown apart.<br />
A creature doesn't die untill an UPPERBODY, HEAD, or LOWERBODY is destroyed, so a creature without one or all of these <br />
can't be killed*. UPPERBODYs aren't redundant, once one is destroyed the creature dies.<br />
*most creatures can also be killed indirectly by suffocation or blood loss. (or brain damage?).<br />
<br />
|-<br />
|}<br />
<br />
==Body Part Types==<br />
<br />
Legal token types for use with the Attack Token "BYTYPE" argument or for the Body Token "CONTYPE" argument:<br />
<br />
* APERTURE<br />
* BREATHE<br />
* CIRCULATION<br />
* DIGIT<br />
* FLIER<br />
* GRASP<br />
* GUTS<br />
* HEAD<br />
* HEAR<br />
* JOINT<br />
* LIMB<br />
* LOWERBODY<br />
* MOUTH<br />
* NERVOUS<br />
* SMELL<br />
* STANCE<br />
* THOUGHT<br />
* UPPERBODY<br />
<br />
==Example==<br />
<br />
An [[elephant]] is composed of a large number of body parts, but only includes a small list of templates. When an elephant asks for the following 15 templates in its CREATURE:ELEPHANT token:<br />
[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]<br />
<br />
...it gets all of the following 35 body parts:<br />
<br />
QUADRUPED:<br />
- upper body<br />
- lower body<br />
- head<br />
- right front leg<br />
- left front leg<br />
- right front foot<br />
- left front foot<br />
- right rear leg<br />
- left rear leg<br />
- right rear foot<br />
- left rear foot<br />
TAIL:<br />
- tail<br />
2EYES:<br />
- right eye<br />
- left eye<br />
2EARS:<br />
- right ear<br />
- left ear<br />
TRUNK:<br />
- trunk<br />
2LUNGS:<br />
- right lung<br />
- left lung<br />
HEART:<br />
- heart<br />
GUTS:<br />
- guts<br />
ORGANS:<br />
- liver<br />
- stomach<br />
- pancreas<br />
- spleen<br />
- right kidney<br />
- left kidney<br />
THROAT:<br />
- throat<br />
NECK:<br />
- neck<br />
SPINE:<br />
- upper spine<br />
- lower spine<br />
BRAIN:<br />
- brain<br />
MOUTH:<br />
- mouth<br />
2TUSKS:<br />
- right tusk<br />
- left tusk<br />
<br />
The body part tree of the elephant, after connections are made, is as follows:<br />
<br />
+ upper body<br />
- heart<br />
- upper spine<br />
- right lung<br />
- left lung<br />
+ head<br />
- brain<br />
- mouth<br />
- trunk<br />
- right tusk<br />
- left tusk<br />
- right eye<br />
- left eye<br />
- right ear<br />
- left ear<br />
- neck<br />
- throat<br />
+ right front leg<br />
- right front foot<br />
+ left front leg<br />
- left front foot<br />
+ lower body<br />
- lower spine<br />
- guts<br />
- tail<br />
- liver<br />
- stomach<br />
- pancreas<br />
- spleen<br />
- right kidney<br />
- left kidney<br />
+ right rear leg<br />
- right rear foot<br />
+ left rear leg<br />
- left rear foot<br />
<br />
To understand how the above connections are determined (for example, why "lower spine" knows that it goes in "lower body", why "heart" knows that it goes in "upper body", etc.) refer to the CONTYPE tag.<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=23a:Block&diff=9650023a:Block2010-04-21T02:10:47Z<p>SoyBot: </p>
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<div>{{av}}<br />
<br />
'''Blocks''' are required to construct certain buildings such as {{L|furnace}}s and {{L|well}}s. They can also be used in place of raw {{L|stone}} or other materials to construct nearly any other type of building.<br />
<br />
{{L|Bridge}}s, {{L|road}}s, and {{L|aqueduct}}s made out of blocks will be "smooth" instead of "rough" (when made out of raw stone). The only known advantage of smooth bridges and roads is their monetary value; a fortress's road must be of a certain value to attract a {{L|king}}. Blocks have a base {{L|Item value|value}} of 5☼, which is multiplied by their material value and the {{L|Item quality|design and construction quality}} of the construction they are used in. Raw stones have a base value of 0☼, so no matter how well a raw stone construction is built, it will never have a monetary value.<br />
<br />
Blocks are usually made from stone (in a {{L|mason's workshop}}) due to its abundance. They can also be fashioned out of any type of glass at a {{L|glass furnace}}, or any metal at a {{L|metalsmith's forge}}. Blocks can be stored in {{L|bin}}s, but {{L|stone|raw stone}} cannot. Blocks are a little bit lighter than raw stone (250Γ instead of 300Γ), and so dwarves will be slightly less encumbered when carrying them.<br />
<br />
Green glass blocks have two advantages. They have a material value of 2x, the same as light stone or non-obsidian dark stone. In addition, the only material they require is sand, which must be gathered before it can be used, but which is available in unlimited amounts.<br />
<br />
Clear glass blocks have a material value of 5x, considerably more than any type of stone, but in addition to sand, they require {{L|pearlash}}. Pearlash takes time and effort to produce, but it is made from {{L|wood}}, a renewable resource.<br />
<br />
Metal blocks are not made from renewable resources, like glass blocks are, but they have a few advantages. Blocks of expensive metals can be used to build extremely valuable roads. They can also be used in an exploit to bridge over the magma flow. Bridges over the magma flow must be steel or adamantine. However, the game only looks at the material highest in the material list to determine what a bridge is made of. Metal bars are the last objects in the material list, so this is generally exploited by selecting one bar of steel and building the rest of the bridge out of a low-value metal, such as brass. Blocks are sorted second in the material list, after raw stone but before wood logs and metal bars, so it is possible to bridge the magma flow by selecting one block of steel and building the rest of the bridge from blocks of stone or even wood logs further down the list.<br />
<br />
Other than the above exploit, metal blocks have no advantages over metal {{L|bar}}s in building bridges or aqueducts, and they have an additional step in the production process, so it is more efficient to just build with bars instead. They can be used to construct buildings, while bars cannot{{verify}}<!-- you most certainly could use steel bars to build magma workshops, though I don't remember if you could use them for anything else-->. However, there is no advantage to making a building out of metal blocks instead of stone or glass. The most impressive trait of metal blocks is that they weigh more than the bar they are made from (250Γ for the block, 200Γ for the bar); they are therefore a useful way to prove the falsehood of the law of conservation of mass.<br />
<br />
When dwarves enter {{L|strange mood}}s and ask for a "proper surface" or "square blocks", they want stone blocks. Sometimes they may want light or dark stone blocks instead of gray blocks; it is good to make a few of each color ahead of time. Note that completed artifacts that use blocks do not have the blocks listed as an ingredient in their description. Apparently the dwarves use the blocks as working surfaces and then destroy them afterward. <br />
<br />
<!--<br />
{{Category|Stone}}<br />
{{Category|Materials}}<br />
--></div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Block&diff=9649940d:Block2010-04-21T02:10:46Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
:''For area blocks of 48x48 tiles on a game map, see {{L|Region}}.''<br />
:''For "blocking" in combat, see {{L|Armor}}.''<br />
<br />
----<br />
<br />
<br />
A '''block''' is a sub-type of building material. {{L|Stone}} and {{L|wood}} can be shaped into blocks at a {{L|mason's workshop}} or {{L|carpenter's workshop}}. {{L|Glass}} can be formed as blocks at a {{L|glass furnace}}, and {{L|metal}} blocks can be made at a {{L|forge}} from a single metal {{L|bar}} (or, in the case of {{L|adamantine}}, from '''four''' wafers).<br />
<br />
A single block is required in order to build a {{L|well}}, {{L|screw pump}}, or {{L|ashery}}. Blocks can also be used in place of raw stone or wood in {{L|road}}s, {{L|bridge}}s, and other major {{L|construction}}s (but not in items like {{L|craft}}s or {{L|furniture}}), but the difference is purely in the value. A pillar made out of normal stone is called a rough pillar.<br />
<br />
Blocks, unlike raw stone or wood, can stack in {{L|bin}}s in {{L|bar}}/block {{L|stockpile}}s.<br />
<br />
Blocks have a {{L|Value#Items with material but without quality|base value}} of 5, compared to the raw material value of 3 for stone, wood or glass; metal bars already have a base value of 5. Blocks do not have {{L|quality}} levels.<br />
<br />
Stone blocks are sometimes used as materials during {{L|strange mood}}s.<br />
<br />
{{Category|Materials}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=23a:Bituminous_coal&diff=9649823a:Bituminous coal2010-04-21T02:10:42Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{Mineral|name=Bituminous coal|tile=☼|icon=☼|color=#888<br />
|uses =<br />
* Create 2 {{L|coke}} at {{L|smelter}}<br />
|location =<br />
* Veins beyond the {{L|chasm}}<br />
|properties = }}<br />
<br />
'''Bituminous coal''', once processed into {{L|coke}} at a {{L|smelter}}, is used to {{L|fuel}} smelters and {{L|forge}}s, and to make {{L|pig iron}} and {{L|steel}}.<br />
<br />
It can only be found past the {{L|chasm}}, and can sometimes be hard to find. {{L|Charcoal}} can be used as a substitute, although this uses up your supply of {{L|wood}}. On maps where trees are scarce, finding coal is critical for {{L|metalsmith}}ing.<br />
<br />
Using fuel to create fuel (smelting coal at an ordinary {{L|smelter}}) is highly inefficient. {{L|Magma smelter}}s do not require fuel, which will allow you to reserve all your coke for the production of {{L|steel}}. Creating two steel {{L|bar}}s at an ordinary smelter consumes five units of coke/charcoal, but only two coke/charcoal at a magma smelter. <br />
<br />
Bituminous coal is '''not''' the same as {{L|fuel|"refined coal", "coal fuel", or "coal"}}, though it is directly related.<br />
<br />
<!--<br />
{{Rocks}}<br />
{{Category|Ore}}<br />
--></div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Biome_token&diff=9649740d:Biome token2010-04-21T02:10:40Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
'''Biome tokens''' are used to indicate environments for {{L|creature}}s, {{L|plant}}s and entities.<br />
<br />
All objects that use biome tokens can take multiple entries, so they can be found in many different locations.<br />
<br />
<br />
To create something that only appears when you discover the cave river, lava, or chasm, use SUBTERRANEAN_WATER, SUBTERRANEAN_LAVA, or SUBTERRANEAN_CHASM<br />
<br />
{{L|Tokens}} no longer require BIOME_ in front of them.{{version|0.27.173.38a}}<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token !! Description<br />
|-<br />
| ALL_MAIN ||Every biome.<br />
|-<br />
| ANY_DESERT ||Any desert biome, including freezing or scorching.<br />
|-<br />
| ANY_FOREST ||Any forest biome, including freezing or scorching.<br />
|-<br />
| ANY_GRASSLAND ||Any grassland biome.<br />
|-<br />
| ANY_LAKE ||Any freshwater or saltwater lake. <br />
|-<br />
| ANY_LAND ||Anything not ocean, lake, or river.<br />
|-<br />
| ANY_OCEAN ||Either bordering the ocean (ie. beach) or in it.<br />
|-<br />
| ANY_POOL ||Will spawn around the small ponds (ie. swamp) on any map.<br />
|-<br />
| ANY_RIVER ||Around any of the river types, including brooks and streams.<br />
|-<br />
| ANY_SHRUBLAND ||Any shrubland biome.<br />
|-<br />
| ANY_SAVANNA ||Any savanna biome.<br />
|-<br />
| ANY_TEMPERATE ||Any temperate-temperature biome.<br />
|-<br />
| ANY_TEMPERATE_BROADLEAF ||Temperate broadleaf forests only.<br />
|-<br />
| ANY_TEMPERATE_FOREST ||Temperate forests only, including broadleaf <br />
|-<br />
| ANY_TROPICAL ||Any tropical-temperature (hot, scorching) biome that is [WET] <br />
|-<br />
| ANY_TROPICAL_BROADLEAF ||Tropical broadleaf biomes only.<br />
|-<br />
| ANY_TROPICAL_FOREST ||Any tropical forest, including broadleaf.<br />
|-<br />
| ANY_WETLAND ||Swamps and marshes, any temperature.<br />
|-<br />
| DESERT_BADLAND ||Any badlands. All badlands are considered "desert".<br />
|-<br />
| DESERT_ROCK ||Rocky wastelands.<br />
|-<br />
| DESERT_SAND ||Sand desert biomes, any 'color' (ie. black sand desert).<br />
|-<br />
| FOREST_TAIGA ||Taigas only apply to freezing forests.<br />
|-<br />
| FOREST_TEMPERATE_BROADLEAF ||Only temperate broadleaf forests.<br />
|-<br />
| FOREST_TEMPERATE_CONIFER ||Only temperate (medium-temp) conifer forests.<br />
|-<br />
| FOREST_TROPICAL_CONIFER ||Only tropical (hot-scorching) conifer forests.<br />
|-<br />
| FOREST_TROPICAL_DRY_BROADLEAF ||Only broadleaf forests with the [DRY] tag. <br />
|-<br />
| FOREST_TROPICAL_MOIST_BROADLEAF ||Only broadleaf forests with the [WET] tag .<br />
|-<br />
| GLACIER ||Found on freezing glaciers (ie. sasquatches, polar bears).<br />
|-<br />
| GRASSLAND_TEMPERATE ||Standard grassland.<br />
|-<br />
| GRASSLAND_TROPICAL ||Only [WET] and warm grassland<br />
|-<br />
| LAKE_TEMPERATE_BRACKISHWATER ||Temperate lakes where fresh-water meets saltwater.<br />
|-<br />
| LAKE_TEMPERATE_FRESHWATER ||Only freshwater (in-land) temperate lakes.<br />
|-<br />
| LAKE_TEMPERATE_SALTWATER ||Only saltwater temperate lakes.<br />
|-<br />
| LAKE_TROPICAL_BRACKISHWATER ||Only tropical (hot, wet) brackish lakes.<br />
|-<br />
| LAKE_TROPICAL_FRESHWATER ||Only tropical freshwater lakes.<br />
|-<br />
| LAKE_TROPICAL_SALTWATER ||Only tropical saltwater lakes.<br />
|-<br />
| MARSH_TEMPERATE_FRESHWATER ||Temperate freshwater marshes, some of the most common. <br />
|-<br />
| MARSH_TEMPERATE_SALTWATER ||Saltwater marshes, found occasionally near oceans.<br />
|-<br />
| MARSH_TROPICAL_FRESHWATER ||The tropical variety of freshwater marsh.<br />
|-<br />
| MARSH_TROPICAL_SALTWATER ||The tropical variety of saltwater marsh.<br />
|-<br />
| MOUNTAIN ||Found on and around mountains (not at a chasm or a river though).<br />
|-<br />
| NOT_FREEZING ||Any biome that isn't too cold.<br />
|-<br />
| OCEAN_ARCTIC ||Only freezing oceans and their beaches.<br />
|-<br />
| OCEAN_TEMPERATE ||Only moderate temperature oceans and their beaches. In combination with temperate river tokens and the [CLUSTER_NUMBER] {{L|creature token}}, will cause a verminous fish to undergo seasonal migration.<br />
|-<br />
| OCEAN_TROPICAL ||Only hot oceans and their beaches.<br />
|-<br />
| POOL_TEMPERATE_BRACKISHWATER ||Brackish pools, such as certain marshes.<br />
|-<br />
| POOL_TEMPERATE_FRESHWATER ||Fresh pools and ponds.<br />
|-<br />
| POOL_TEMPERATE_SALTWATER ||Saltwater pools and ponds, fairly rare.<br />
|-<br />
| POOL_TROPICAL_BRACKISHWATER ||Tropical variety of brackish pond.<br />
|-<br />
| POOL_TROPICAL_FRESHWATER ||Tropical variety of freshwater pond.<br />
|-<br />
| POOL_TROPICAL_SALTWATER ||Tropical variety of saltwater pond.<br />
|-<br />
| RIVER_TEMPERATE_BRACKISHWATER ||Brackish rivers: usually found where rivers meet ocean. In combination with the OCEAN_TEMPERATE token and the [CLUSTER_NUMBER] {{L|creature token}}, will cause a verminous fish to undergo seasonal migration.<br />
|-<br />
| RIVER_TEMPERATE_FRESHWATER ||Freshwater rivers, including certain streams and brooks. In combination with the OCEAN_TEMPERATE token and the [CLUSTER_NUMBER] {{L|creature token}}, will cause a verminous fish to undergo seasonal migration.<br />
|-<br />
| RIVER_TEMPERATE_SALTWATER ||Saltwater rivers, fairly uncommon. In combination with the OCEAN_TEMPERATE token and the [CLUSTER_NUMBER] {{L|creature token}}, will cause a verminous fish to undergo seasonal migration.<br />
|-<br />
| RIVER_TROPICAL_BRACKISHWATER ||The tropical brackish variety of river.<br />
|-<br />
| RIVER_TROPICAL_FRESHWATER ||The tropical freshwater variety of river.<br />
|-<br />
| RIVER_TROPICAL_SALTWATER ||The tropical saltwater variety of river.<br />
|-<br />
| SAVANNA_TEMPERATE ||Temperate savannas, not found too often.<br />
|-<br />
| SAVANNA_TROPICAL ||Tropical savannas, very common in warm-hot areas.<br />
|-<br />
| SHRUBLAND_TEMPERATE ||Temperate shrubland, a very common mid-map biome.<br />
|-<br />
| SHRUBLAND_TROPICAL ||Tropical shrubland, like the above but found in warm-hot areas.<br />
|-<br />
| SUBTERRANEAN_CHASM ||Chasm and bottomless pit. Also for {{L|Cave}} creatures.<br />
|-<br />
| SUBTERRANEAN_LAVA ||Magma pool and magma pipe.<br />
|-<br />
| SUBTERRANEAN_WATER ||Underground river and underground pool.<br />
|-<br />
| SWAMP_MANGROVE ||Mangroves swamps, fairly rare and tropical. <br />
|-<br />
| SWAMP_TEMPERATE_FRESHWATER ||Freshwater temperate swamps. Similar to marshes but wetter.<br />
|-<br />
| SWAMP_TEMPERATE_SALTWATER ||Temperate saltwater swamps. Similar to marshes but wetter.<br />
|-<br />
| SWAMP_TROPICAL_FRESHWATER ||The tropical variety of swamp.<br />
|-<br />
| SWAMP_TROPICAL_SALTWATER ||Another tropical variety.<br />
|-<br />
| TUNDRA ||Like plains, but cold. Usually very little vegetation.<br />
|-<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=23a:Bar&diff=9649623a:Bar2010-04-21T02:10:31Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
<br />
A '''bar''' is a sub-type of building material (interchangeable with a {{L|block}} for that purpose), and is the base individual unit of {{L|metal}}, {{L|charcoal}}, {{L|coke}}, {{L|potash}}, {{L|ash}}, {{L|pearlash}}, and tallow {{L|soap}}. All {{L|metal}}s are created as bars at a {{L|smelter}}, whether smelted from {{L|ore}}s or {{L|melt}}ed down from existing metal items.<br />
<br />
Most bars are not an end-product, but are then used to produce something else:<br />
<br />
::{|cellpadding="2" border="1" <br />
! Bar of... !! Use <br />
|-<br />
<br />
| {{L|ash}} || makes {{L|potash}} or {{L|lye}}<br />
|-<br />
<br />
| {{L|fuel|charcoal <br />or coke}}|| powering standard {{L|forge}}s, {{L|smelter}}s, {{L|kiln}}s, and {{L|glass furnace}}s,<br />and for making {{L|pig iron}} and {{L|steel}}<br />
|-<br />
<br />
| {{L|metal}} || {{L|smith}}ing <br />
|-<br />
<br />
| {{L|pearlash}} || needed ingredient for clear or crystal {{L|glass}}<br />
|-<br />
<br />
| {{L|potash}} || used as {{L|fertilizer}}, makes {{L|pearlash}}<br />
|-<br />
<br />
| {{L|soap}} || none<br />
|-<br />
|}<br />
<br />
Metal bars can also be used to build {{L|workshop}}s, {{L|road}}s, {{L|bridge}}s, and {{L|aqueduct}}s.<br />
<br />
"Bars" of {{L|adamantine}} metal are referred to as "wafers", but when used as building material they function the same as any other bars.<br />
<br />
----<br />
<br />
<br />
'''See also:'''<br />
:* {{L|block}}<br />
:* {{L|stack}}<br />
<br />
{{Category|Materials}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Bar&diff=9649540d:Bar2010-04-21T02:10:29Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
:''For built horizontal and vertical bars, see {{L|Bars}}.''<br />
<br />
----<br />
<br />
A '''bar''' is a sub-type of building material (interchangeable with a {{L|block}} for that purpose), and is the base individual unit of {{L|metal}}, {{L|charcoal}}, {{L|coke}}, {{L|potash}}, {{L|ash}}, {{L|pearlash}}, and tallow {{L|soap}}. All {{L|metal}}s are created as bars at a {{L|smelter}}, whether processed from {{L|ore}}s, {{L|alloy}}ed with other metals, or {{L|melt}}ed down from existing metal items.<br />
<br />
With the exception of non-{{L|fire-safe}} materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long one made from bars of {{L|steel}}. <br />
<br />
Most bars are not an end-product, but are then used to produce something else:<br />
<br />
<br />
::{|cellpadding="2" border="1" <br />
! Bar of... !! Use <br />
|-<br />
<br />
| {{L|ash}} || makes {{L|potash}} or {{L|lye}}<br />
|-<br />
<br />
| {{L|fuel|charcoal <br />or coke}}|| powering standard {{L|forge}}s, {{L|smelter}}s, {{L|kiln}}s, and {{L|glass furnace}}s,<br />and for making {{L|pig iron}} and {{L|steel}}<br />
|-<br />
<br />
| {{L|metal}} || {{L|smith}}ing <br />
|-<br />
<br />
| {{L|pearlash}} || needed ingredient for clear or crystal {{L|glass}}<br />
|-<br />
<br />
| {{L|potash}} || used as {{L|fertilizer}}, makes {{L|pearlash}}<br />
|-<br />
<br />
| {{L|soap}} || none<br />
|-<br />
|}<br />
<br />
<br />
All types of bars can also be used to build {{L|workshops}}, {{L|roads}}, {{L|bridges}}, and other {{L|construction}}s, as well as built as {{L|bars|horizontal or vertical bars}}. (Be aware that some purposes suggest the use of {{L|fire-safe}} materials.) However, different bars require different {{L|labor}}s to use in such construction projects - {{L|smith}}ing for metal bars and {{L|mason}}ry for all others (including bars of soap).<br />
<br />
"Bars" of {{L|adamantine}} metal are referred to as "wafers", but when used as building material they function the same as any other bars.<br />
<br />
<br />
----<br />
<br />
<br />
'''See also:'''<br />
:* {{L|block}}<br />
:* {{L|stack}}<br />
<br />
{{Category|Materials}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Ballista_arrowhead&diff=9649440d:Ballista arrowhead2010-04-21T02:10:28Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
A '''ballista arrowhead''' is an item made at the {{L|forge}} using the {{L|weaponsmith}} skill. They can be made from three {{L|bar}}s of any {{L|metal}} that can be used for {{L|weapon}}s.<br />
<br />
Ballista arrowheads are not used by themselves, but are instead combined with a {{L|log}} at a {{L|siege workshop}} to make extra-powerful {{L|ballista arrow}}s.<br />
<br />
{{Category|Ammo}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Ballista_arrow&diff=9649340d:Ballista arrow2010-04-21T02:10:27Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
Ballista arrows are created at a {{L|siege workshop}} and used as ammunition by a {{L|ballista}}. Wooden ballista arrows are made using one log, and (presumably) more powerful ones can be made using one log plus a metal {{L|ballista arrowhead}} from the {{L|forge}}.<br />
<br />
Ballista arrows, even mere {{L|wood}}en ones, are extremely deadly, able to turn a vast swathe of troops into flying {{L|corpse}}s. It usually takes a {{L|wall}} or other similar object to stop them, but even then they can still be reused by firing into a wall or raised {{L|bridge}} above a channel. <br />
<br />
Additionally, ballista arrows can be destroyed by hitting too many targets in a row. After a certain number of impacts, the arrow is simply destroyed. Hitting around 5-6 goblins at a time seems to be the rough limit of a ballista arrow's durability. It is currently unknown if adding an arrowhead improves this durability.<br />
<br />
'''See also:''' {{L|Siege engine}}<br />
<br />
{{Category|Ammo}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Backpack&diff=9649240d:Backpack2010-04-21T02:10:26Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
In {{L|fortress mode}}, {{L|soldier}}s who are equipped with a backpack can be ordered to carry rations with them, which saves them from going to a {{L|food}} {{L|stockpile}} whenever they are hungry.<br />
<br />
Backpacks can be sewn from leather at the {{L|leatherworks}}.<br />
<br />
In {{L|adventurer mode}}, a backpack is required if you want to carry more than you can hold in your hands.<br />
<br />
{{Category|Items}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Art&diff=9649140d:Art2010-04-21T02:10:23Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
==Fortress Mode==<br />
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to {{L|Smoothing|smooth}} and {{L|engraving|engrave}} stone walls, or to sew a {{L|cloth}} or {{L|leather}} image. Art images also appear on {{L|coin|coins}}.<br />
<br />
Art records your fortress's history, such as when your dwarves were {{L|siege|besieged}} by [[Boatmurdered|bloodthirtsy]] {{L|elephant|elephants}}.<br />
<br />
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in Adventurer mode, or if the option is enabled in the init.txt file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.<br />
<br />
==Adventure Mode==<br />
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For {{L|cloth}} tapestries, you can see their description from your inventory.<br />
<br />
{{Category|Lore}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Armor_token&diff=9649040d:Armor token2010-04-21T02:10:21Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
The [[tokens]] for all types of armor on all slots, including shields. Usage column gives information on where use of the token might be restricted to. See the [[Talk:Armor_Tokens|talk]] page for details on how material tokens influence randomly generated equipped items.<br />
<br />
=Tokens=<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! Token<br />
! Arguments<br />
! Usage<br />
! Description<br />
|-<br />
| ARMORLEVEL<br />
|<br />
omitted - clothing<br><br />
1 - leather<br><br />
2 - chain<br><br />
3 - plate<br />
| All<br />
| What category this item falls under. Lack of this tag makes this item clothes level.<br />
<br />
|-<br />
| BARRED<br />
| <br />
| All<br />
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.<br />
<br />
|-<br />
| BLOCKCHANCE<br />
| value<br />
| item_shield<br />
| Tag only present for shields. Affects the block chance of the shield.<br />
<br />
|-<br />
| BLOCKPOWER<br />
| value<br />
|<br />
item_helm<br><br />
item_gloves<br><br />
item_shield<br><br />
item_pants<br><br />
item_shoes<br />
| How much damage the item blocks when that body part is struck.<br />
<br />
|-<br />
| CHAIN_METAL<br />
| <br />
| <br />
| Metal versions of this item will have "chain" added between the material and item name. Not a valid token for some armor slots.<br />
<br />
|-<br />
| COVERAGE<br />
| value<br />
| All<br />
| Coverage influences how often contaminants get through clothes and temperature effects<br />
<br />
|-<br />
| HARD<br />
| <br />
| All<br />
| Item does not {{L|wear}} when worn. Opposite of [SOFT]. No tag defaults to [HARD].<br />
<br />
|-<br />
| ITEM_<name1>:<name2><br />
|<br />
Name 1 - ARMOR, HELM, SHOES, PANTS, GLOVES<br><br />
Name 2 - Anything<br />
| All<br />
| First name is required to define the item as wearable on that body part. The second can be anything you want to call it. [ITEM_ARMOR:ITEM_ARMOR_PLATEMAIL]<br />
<br />
|-<br />
| LAYER<br />
| UNDER, OVER, ARMOR, COVER<br />
| All<br />
| How this item is layered.<br />
<br />
|-<br />
| LAYER_SIZE<br />
| value<br />
| All<br />
| What the size of this item in question is, when it is put on. See {{L|Armor}} for more on item sizes and layering.<br />
<br />
|-<br />
| LAYER_PERMIT<br />
| value<br />
| All<br />
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See {{L|Armor}} for more on item sizes and layering.<br />
<br />
|-<br />
| LBSTEP<br />
| value or MAX<br />
|<br />
item_armor<br><br />
item_pants<br />
| How many steps down the armor protects. Torso armor has this at 1, most leg armor has this at MAX.<br />
<br />
|-<br />
| LEATHER<br />
| <br />
| All<br />
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.<br />
<br />
|-<br />
| MAINBLOCK<br />
| value<br />
| item_armor<br />
| Only used when defining chest slot armor. Affects the item's primary block value.<br />
<br />
|-<br />
| MATERIAL_SIZE<br />
| value<br />
| All<br />
| How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.<br />
<br />
|-<br />
| MATERIAL_PLACEHOLDER<br />
| <phrase><br />
| item_armor<br />
| This sets a word to be used in-game instead of a material type, currently only appears on leather armor e.g. steel full plate becomes <phrase> full plate.<br />
<br />
|-<br />
| METAL<br />
| <br />
| All<br />
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.<br />
<br />
|-<br />
| METAL_ARMOR_LEVELS<br />
| <br />
|<br />
| Metal versions of this item count as one ARMORLEVEL higher. Only present in helms, caps, low boots, and high boots.<br />
<br />
|-<br />
| NAME<br />
| singular:plural<br />
| All<br />
| What this item will be called ingame.<br />
<br />
|-<br />
| PREPLURAL<br />
| <phrase> of<br />
|<br />
item_armor<br><br />
item_pants<br />
| Changes the plural form of this item to "<phrase of> item". Primarily pertains to the stock screens. Example, "suits of" platemail, "pairs of" trousers, etc. <br />
<br />
|-<br />
| SCALED<br />
| <br />
| All<br />
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.<br />
<br />
|-<br />
| SECONDBLOCK<br />
| value<br />
| item_armor<br />
| Tag only present for chest armors. Affects secondary block value, that is, the block value for parts protected only thanks to UB/LBSTEP rather than by being the main part(like the torso)<br />
<br />
|-<br />
| SHAPED<br />
| <br />
| All<br />
| Only one shaped piece of clothing can be worn on a single body slot at a time.<br />
<br />
|-<br />
| SOFT<br />
| <br />
| All<br />
| Item can {{L|wear}} when worn. Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent.<br />
<br />
|-<br />
| UBSTEP<br />
| value, MAX<br />
| item_armor<br />
| How many steps up away from upper body the armor protects. Only present on torso armor. Coats/shirts/cloaks have it at MAX; Plate/chain/leather armors and togas/dresses/robes have it at 1; Tunics/capes/vests have it at 0<br />
<br />
|-<br />
| UPSTEP<br />
| value, MAX<br />
| All<br />
| Item protects body parts a step up from where it is. Example, bucklers with an upstep of one, protect the lower arm, but should also protect the upper arm. Unknown what MAX does. Chausses have an upstep of this value.<br />
<br />
|-<br />
| VALUE<br />
| value<br />
| All<br />
| Value multiplier of the item. It will be multiplied by item quality and material.<br />
<br />
|-<br />
| WEIGHT<br />
| value<br />
| All<br />
| How much the item weighs.<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Arena&diff=9648940d:Arena2010-04-21T02:10:18Z<p>SoyBot: </p>
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<div>{{av}}<br />
While there is no code-supported arena mode, {{l|room}}, {{l|zone}}, or {{l|building}} in 40d, many players have created them in their fortresses as {{l|mega construction}}s of varying sizes and complexities. This usually requires a mixture of cages linked to levers, cage traps, and an open area for the fights, but just about anything thing else can be added, given time, resources, and the inclination.<br />
<br />
{{Category|Stub}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Aquarium&diff=9648840d:Aquarium2010-04-21T02:10:16Z<p>SoyBot: </p>
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<div>{{av}}<br />
An '''aquarium''' holds {{L|Fish|fish}} and is made of {{L|Glass|glass}}. To create one, first construct a {{L|Cage|terrarium}} at a {{L|glass furnace}}. A terrarium is a glass {{L|cage}}, so you can't build a terrarium or an aquarium in a {{L|sand}}less (and thus {{L|glass}}less) region. Once it has been {{k|b}}uilt, a terrarium may be turned into an aquarium by pressing {{K|q}} then {{K|w}}. Dwarves can place {{L|captured live fish}} into an aquarium. Aquariums work like terrariums and {{L|cage}}s, and they can be designated as {{L|Cage|zoo}}s.<br />
<br />
{{category|Items}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Announcement&diff=9648740d:Announcement2010-04-21T02:10:14Z<p>SoyBot: </p>
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<div>{{av}}<br />
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. Some announcements will pause gameplay and center the camera on the event in question. Examples of this are births, {{L|strange mood}}s, {{L|trading|caravans}} and {{L|liaison}}s arriving, {{L|cave in}}s, a {{L|miner}} finding new {{L|stone}} or {{L|aquifer|damp}} or {{L|magma|warm}} stone, and {{L|Immigration|migrant}}s arriving.<br />
<br />
The Announcements page can be accessed with the {{key|a}} key. {{key|Page Up}} and {{key|Page Down}} scroll through the previous announcements.<br />
<br />
More examples of announcements include job cancellations, the creation of {{L|masterpiece}}s, {{L|dwarf|dwarves}} and {{L|tame}} {{L|animals}} being {{L|struck down}} (including being {{L|slaughter}}ed), dwarves gaining {{L|attribute}}s, dwarves becoming {{L|champion}}s, {{L|noble}}s changing the price of items, tame animals becoming adults and giving birth, weather events, seasons changing, {{L|siege}}s, enemy ambushers becoming revealed ({{L|thief|thieves}} or {{L|ambush}}es), and work orders being completed.<br />
<br />
The {{key|o}}rders menu allows you to filter out certain job cancellation messages. {{key|x}} cycles through the four options for cancellation announcements:<br />
:* None<br />
:* Some<br />
:* Most<br />
:* All<br />
<br />
The default setting is "Some".<br />
<br />
{{Category| Interface}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Ammo_token&diff=9648640d:Ammo token2010-04-21T02:10:10Z<p>SoyBot: </p>
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<div>{{av}}<br />
=Ammo Tokens=<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| CLASS<br />
| anything<br />
| This ammo can be fired from a weapon that is set to fire the same ammo type as this. Must be in caps?<br />
<br />
|-<br />
| [DAMAGE:''<damage amount>'':''<damage type>'']<br />
| dmg amount - value<br />
dmg type - (slash, burn, etc.)<br />
| Sets the amount and the type of {{L|Damage}}<br />
<br />
|-<br />
| NAME<br />
| singular:plural<br />
| What this item will be called ingame.<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Alcohol&diff=9648540d:Alcohol2010-04-21T02:10:05Z<p>SoyBot: </p>
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<div>{{av}}<br />
'''Alcohol''' is one of the staples of the dwarven diet; it quenches their {{L|thirst}} and gives them positive {{L|thoughts}}. Healthy dwarves will drink alcohol exclusively when it is available. When dwarves are forced to drink {{L|water}}, they begin to work slowly as a result of their alcohol dependency. Note that in Dwarf Fortress, {{L|milk}} is not actually drinkable - it is only used to make {{L|cheese}} or be cooked into prepared meals directly. Dwarves drink ''only'' alcohol and water.<br />
<br />
Alcohol can be brewed at a {{L|still}}, brought with you from the {{L|embark}} screen, or {{L|trade}}d with visiting caravans.<br />
<br />
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]<br />
<br />
===Brewing===<br />
To brew alcohol at a {{L|still}} requires a {{L|Alcohol#Brewable_plants|brewable plant}} and an empty {{L|barrel}}. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near hand.<br />
<br />
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled {{L|grower}}s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size. Brewing (unlike cooking) also yields plantable {{L|seed}}s.<br />
<br />
===Consumption===<br />
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year. Each drink consists of the dwarf walking to a booze barrel (one not currently being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up. Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it. So: The booze should be both secure and accessible. An easy way to achieve this is to designate a booze-exclusive {{L|stockpile}} in the dining hall or statue garden. Fresh booze will be delivered directly to the party, and then a barrel-exclusive furniture stockpile by the still will return your 'empties' straightaway.<br />
<br />
===Cooking===<br />
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into {{L|food}}, it is profitable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking. Note that some consider this an {{L|exploit}}.<br />
<br />
===Variety===<br />
Dwarves will eventually stop drinking a type of alcohol if all they ever drink is that one type. For example, if a fort has only {{L|dwarven wine}}, dwarves will become tired of drinking only that and will stop drinking until they have some of a different alcohol.<br />
<br />
:Urist McSwiller: ''Why is there only ale?''<br />
<br />
:Urist McManager: ''Because we only grow pig tails here!''<br />
<br />
:Urist McSwiller: ''By [[Armok]] and all that's dwarvenly, I now take this pledge... Unless I taste some other alcohol, I would sooner drink '''{{L|water}}''' than yet another ale, even if it means slowing this fortress to a grinding halt and causing the death of everyone inside it!''<br />
<br />
===Happiness===<br />
Dwarves get happy thoughts from drinking. The intensity of this buzz depends on the {{L|quality}} of the drink and whether it matches the dwarf's personal {{L|preferences}}. The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the {{L|brewer}}. It is unknown whether high-value liquors (like {{L|Alcohol#Grown_Outside|sunshine}}) boost feelings more than low-value ones (like {{L|Alcohol#Grown_Outside|gutter cruor}}){{verify}}. We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.<br />
<br />
===Wounded dwarves===<br />
Wounded dwarves will not drink alcohol; they must be given {{L|water}} by a caretaker with a {{L|bucket}}. Therefore, a {{L|fortress}} cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.<br />
<br />
A permanently crippled dwarf, bedridden for life (whether from severe nervous system damage or from a severed limb), will never again drink alcohol, and upon inspection will have the thought "He needs alcohol to get through the working day, and he can't remember the last time he had some!" You may wish to put these poor dwarves out of their misery.<br />
<br />
===Fire===<br />
Players are advised to keep their alcohol stocks away from {{L|fire}}, as booze will very quickly boil away in red clouds. In previous versions, this was observed to inflict significant damage to dwarves, though currently{{version|0.28.181.40d}} the only damage comes from the fire itself.<br />
<br />
=== Brewable plants ===<br />
<br />
==== Grown inside ====<br />
<br />
{|border=1 width="50%"<br />
|- <br />
! width="40%"|Ingredient<br />
! width="50%"|Beverage Produced<br />
! width="10%" align="center"|Beverage Value<br />
|-<br />
| {{L|Pig tail}}<br />
| Dwarven ale<br />
| 2<br />
|-<br />
| {{L|Cave wheat}}<br />
| Dwarven beer<br />
| 2<br />
|-<br />
| {{L|Sweet pod}}<br />
| Dwarven rum<br />
| 2<br />
|-<br />
| {{L|Plump helmet}}<br />
| Dwarven wine<br />
| 2<br />
|}<br />
<br />
====Grown Outside====<br />
{|border=1 width="50%"<br />
|-<br />
! width="40%"|Ingredient<br />
! width="50%"|Beverage Produced<br />
! width="10%"|Beverage Value<br />
|-<br />
| {{L|Sun berry}}<br />
| Sunshine<br />
| 5<br />
|-<br />
| {{L|Whip vine}}<br />
| Whip wine<br />
| 3<br />
|-<br />
| {{L|Rope reed}}<br />
| River spirits<br />
| 2<br />
|-<br />
| {{L|Fisher berry}}<br />
| Fisher berry wine<br />
| 2<br />
|-<br />
| {{L|Longland grass}}<br />
| Longland beer<br />
| 2<br />
|-<br />
| {{L|Wild strawberry}}<br />
| Strawberry wine<br />
| 2<br />
|-<br />
| {{L|Bloated tuber}}<br />
| Tuber beer<br />
| 2<br />
|-<br />
| {{L|Prickle berry}}<br />
| Prickle berry wine<br />
| 1<br />
|-<br />
| {{L|Rat weed}}<br />
| Sewer brew<br />
| 1<br />
|-<br />
| {{L|Sliver barb}}<br />
| Gutter cruor<br />
| 1<br />
|-<br />
| {{L|Muck root}}<br />
| Swamp whiskey<br />
| 1<br />
|}<br />
<br />
===Not Brewable===<br />
Plants that cannot be brewed include:<br />
* {{L|Quarry bush}} <br />
* {{L|Dimple cup}}<br />
* {{L|Blade weed}}<br />
* {{L|Hide root}}<br />
* {{L|Kobold bulb}}<br />
* {{L|Valley herb}}<br />
<br />
{{Category|Food}}<br />
<br />
=== Overview ===<br />
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&diff=9648440d:Adventurer mode2010-04-21T02:10:00Z<p>SoyBot: </p>
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<div>{{av}}<br />
In '''adventurer mode''', you pick a race ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) and start out in either a {{L|Site|town}} of your race or in a previous {{L|fortress}} you played on. You can receive {{L|quest}}s, venture into the wilderness to find {{L|caves}}, abandoned towers and other {{L|Site|villages}}. You can even visit your old {{L|Fortress|fortresses}} and find whatever riches were left to be guarded by the {{L|creatures}} that sealed the fate of your {{L|fortress}}.<br />
<br />
The user interface differs somewhat from {{L|fortress mode}}; you may want to refer to the {{L|Adventure Mode quick reference|quick reference}} guide, or examine the detailed {{L|controls}} page. {{L|Site map}} may also prove useful.<br />
<br />
== Your first adventure ==<br />
<br />
=== Picking a race ===<br />
When it comes to picking a race, there is difference in {{L|skills}}. {{L|Dwarves}} cannot wear {{L|human}} sized {{L|armor}}, and are somewhat limited in the {{L|weapons}} they can wield due to their size. {{L|Elves}} have a slightly different set of {{L|skills}}. {{L|Humans}} are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.<br />
<br />
=== Choosing skills ===<br />
Basically, if you want to start with a {{L|weapon}}, you need to avoid having the most points spent in unarmored/{{L|wrestling}}. If you, for example, choose to start out with most points in {{L|swordsman}}, you will start out with a {{L|sword}}. When you have chosen your preferred set of {{L|skills}}, you can press {{key|Enter}} to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.<br />
<br />
All the {{L|skills}} you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the {{L|skills}} you think you’re going to use. The {{L|skills}} are pretty self explanatory but its recommended that you put at least a few points into {{L|shield user}} and into a type of weapon. Be warned that {{L|weapon}} {{L|skills}} generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for {{L|Swimming}}, otherwise you might end up drowning in a puddle.<br />
<br />
=== Setting out ===<br />
If you chose human, you will start out inside the Mead hall. Up on the second floor, you will see a flashing Weapon Master who happens to be the local leader - press {{key|k}} and talk to him/her, then choose 'services' for a possible {{L|quest}}. You can talk to the Citizens and recruit them to your party for some additional combat aid if they feel like it (note, people with no combat skills are unlikely to follow you, and the leader and town guards never will.) If you choose dwarf, you start out in a region just outside the entrance to a given fortress. There is a {{L|mayor}} or the {{L|king}} himself inside the fortress.<br />
<br />
Be sure to read the {{L|Adventure Mode quick reference}} or use the help files for more information on the commands in Adventure mode.<br />
<br />
=== Survival ===<br />
Congratulations, you’ve created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive shall we? First things first, you need food and water. If you’re a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. Do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait. After getting the water skin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the Water skin and you should be able to fill it from the water source. After it’s full press (e)to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in an hostile place, if you don't want to have too much {{L|fun}}.<br />
<br />
Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you’re an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn’t too much of a problem because there’s only one, the real problem will be wolf packs. <br />
A single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed. Beware large packs until you’ve gained a little experience. Secondly, do not piss off the towns folk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you’re ready, as you will more than likely have tons of {{L|fun}}.<br />
<br />
=== The Food and Drink ===<br />
Adventurers are not picky eaters but care to eat food and drink clean water or booze.<br />
Uncooked meat counts as food. <br />
At the end of the day an adventurer will drink and eat just about any thing:<br />
blood, vomit, worms, bugs, rotting body parts, etc.<br />
<br />
=== Civilization? ===<br />
Elves live out in the forest, literally. Although defined to specific regions on the map, they have no structural wealth whatsoever. Some trees are named.<br />
<br />
Humans live in towns comprised of buildings and often a paved road. Human villages are highly modular. The small 5x5 buildings are citizen houses and are marked with an "H" on the town auto-map. Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets. As of the current version, you start in the mead hall which is marked with an "M" on the automap. There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an "H." There are two really large buildings - the "T"emple and the a fort-like building that is marked with "K." Temples tend to have two or three levels, and a pool of water, while the "K" buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)<br />
<br />
Dwarves live underground. Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom. The main halls are wide and have pillars near the walls, long and occasionally turn corners. Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable. There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses. It's obvious the computer is playing a completely different game than you are in {{L|Fortress Mode}}!<br />
<br />
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up. One could be a "tower," one could be an over-glorified "basement." There is probably a temple nearby, completely similar to human temples. Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends. Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors. They seem to have lots of children.<br />
<br />
You may come across what the map defines as a "Goblin" city that is actually populated by Humans or Dwarves living in or around the towers.<br />
<br />
=== Trading ===<br />
In towns you can find merchants inside some {{L|building|buildings}}. These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop. {{K|l}}ook around for an item without $ signs around it. Due to these limitations, there are only "human town" {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.<br />
<br />
==== Selling ====<br />
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select "Trade" and press {{k|enter}} to open the trade window.<br />
<br />
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:<br />
* {{k|a}} asking for 9000☼<br />
* {{k|s}} +100☼<br />
* {{k|d}} +10☼<br />
* {{k|f}} +1☼<br />
* {{k|g}} reset to 0☼<br />
* {{k|h}} -1☼ (offering)<br />
* {{k|j}} -10☼<br />
* {{k|k}} -100☼<br />
* {{k|l}} offer 9000☼<br />
<br />
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.<br />
<br />
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.<br />
<br />
====Theft====<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, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to 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 response in another country.<br />
<br />
====Managing coins====<br />
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. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.<br />
<br />
A few goods are strictly superior to all forms of coinage as a store of value, most commonly 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 a given world - please harvest responsibly.<br />
<br />
=== Equipping your adventurer === <br />
After acquiring {{L|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 />
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{{L|Weapons}} and {{L|Armor#Shields and Bucklers|shields}} are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapons}} or {{L|Armor#Shields and Bucklers|Shields}} you would need to {{k|p}}ut your equipped weapon into your {{L|backpack}} and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
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It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand.<br />
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== Traveling the world ==<br />
<br />
=== How-to ===<br />
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|>}}.<br />
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If there is more than one feature such as a {{L|Site|town}} or group of {{L|creatures}} on that map tile you will get to choose which one you want to arrive near.<br />
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Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies. When that happens, you must survive by either fighting them off or hide from them.<br />
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Jumping off {{L|Cliff|cliffs}} is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key. Jumping off {{L|Cliff|cliffs}}, depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.<br />
<br />
=== Finding a Quest ===<br />
At this present point Quests can only be taken from people of leadership in an organization.<br />
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Human Weapon Masters: No matter what time of the day, human weapon masters will be in the mead hall, where you appear. However, if it is late they will immediately head for their homes so you may need to intercept them before they reach the door. The human capitals are not very different from the normal towns; humans have no central leadership so each weapon master is only a local leader of their own town, even at the capital the weapon master only rules the capital itself and not the other towns. Ignore the keeps; unless you're playing with a mod like LL no leaders hang out in the Keeps.<br />
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High Priests: Humans and Goblins will often suggest you ask the High Priest for quests but in all my times of doing this all this will do is allow you to join their religion. If you want to join the religion, the High Priest, as long as it is a reasonable time of day, should be wandering around the temple. Worth a visit at least as Temples are often the most interesting parts of a town/dark fortress because there are so many different kinds.<br />
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Dwarven Mayors/Kings/Queens: Hit and miss finding them, you'll generally find them on the outside of the fort but sometimes they move around; some have been known to run out of the fort and became a migrant unable to give out quests. Both Mayors and Kings/Queens can be found and both will assign Quests, which is nice. If you can't find them outside the fort you shouldn't really bother as mountainhomes take forever to search. As one might imagine the Kings/Queens can only be found at the Capital.<br />
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Elven Druids: Druids, who look like flashing peasants, are generally found in the middle of their Forest Retreats but it can be a bit hit and miss as well. Just keep looking; they don't usually seem to move and hopefully will be in the same place once the Quest is completed. Probably the 2nd easiest to find as you just look around the Forest. Despite people saying they dislike the Elves, in adventure mode they invariably give out the best Quests because Elves are not attacked by normal animals, so the only targets for your Quests will be Mega/Semi-Megabeasts or the leaders of enemy factions. Even though elves do have a capital there is nothing special to see there; still only one Druid who is only in charge of the Retreat, not the civ.<br />
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Goblin Weaponmasters/Demons: Probably the hardest to find; most Dark Fortresses are multitowered making it very difficult to find the leaders as there are several multifloored towers with twisty passages. Generally they will be in the tallest tower but this is not a definite fact. Sadly, they move around sometimes and are very difficult to find. The Demons are only in the Capital while weaponmasters exist in every Dark Fortress as local leaders. The goblins often have fun Quests as they generally seem to be at war with other civs.<br />
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Kobold Weaponmasters: Often hanging around the middle of a kobold cave camp; however, these guys cannot talk to you and as a result cannot give you a Quest (although you can use them to train your Sword skill)<br />
<br />
=== Finding quest locations ===<br />
After receiving a {{L|quest}}, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the {{L|Site map|local map}}. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.<br />
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The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into "---".<br />
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=== Visiting abandoned fortresses ===<br />
If you start an adventure in a world with one or more abandoned {{L|Fortress|fortresses}}, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old {{L|Fortress|fortresses}}, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old {{L|Fortress|fortresses}} might prove to be rewarding, since you can find {{L|armor}} and {{L|weapons}} you made (if you made any). The best thing to be found in your {{L|fortress}} would probably be any left behind {{L|Legendary artifact|artifact}} {{L|weapon}} or {{L|armor}}. This is also the only way to get {{L|Legendary artifact|artifact-quality}} {{L|weapons}} and {{L|armor}}.<br />
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Also remember to check out any {{L|Engraving#Engravings|engravings}} you made while in {{L|fortress mode}}. When checking out {{L|Engraving#Engravings|engravings}} in adventure mode, they reveal a lot more specific information about the event that is engraved.<br />
<br />
== Combat ==<br />
=== The Weapons ===<br />
Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area. Swords are your jack of all trades weapon, doing reasonable slashing damage. They come in short, long and two handed varieties, with the two handed doing the most damage and the short doing the least. Axes are similar to swords and do slashing damage as well. They come in 3 types, battle axe, great axe and halberd. The battle axe does slightly less damage than the long sword while the halberd does the same damage as a two-handed sword. The Great axe is generally too large to use, but it does slightly more than the halberd in damage. The spear does piercing damage and is ideal for damaging internal organs and causing heavy bleeding and unconsciousness. It has no variations. The spear is much more likely to become stuck in its target, which can be a great benefit if used right and a curse if not. The Pike is, for all intents and purposes, the same as a spear. The mace and the hammer are generally the same thing, simply a big metal thing to club your enemies over the head. As expected, they do high damage but their bludgeoning attacks tend to be slower and less effective , if more hilarious, ways to dispatch your foes. The Maul, a hammer, is the highest damaging weapon in the game. The last weapon is the whip, which does gore damage. Its relatively weak but has its uses. The bow throws arrows, which act as tiny spears. Basically, a bow and crossbow is like having a very slow, long range spear.<br />
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=== Weapon Tactics ===<br />
* Sword: Once again, your general fall back weapon. It’s good against almost everything, if not being that great against almost anything. Works well against both living and non-living enemies as it actively dismembers them. <br />
* Axe: Pretty much the same as a sword, though some people believe it hacks off limbs more commonly. Good against organics, acceptable against anything else. <br />
* Spear/Pike: Ok, here’s where we get a little bit more advanced. The spear is most effective against organic creatures because of two abilities, pierce damage and stick ins. Piercing damage does major harm to internal organs, causing pain, bleeding, vomiting, unconsciousness and death. Stick-ins are when the weapon becomes stuck in the target, allowing it to be twisted. Twisting increases bleeding and causes extreme pain. Because of these two factors spears and pikes are ideal for single combat against organic targets. The are less effective against multiple enemies (because of the stick-ins lowering kill-to-turn ratios) and are even less effective against non-organic enemies (ie bronze colossus).<br />
* Mace/hammer: These weapons rely on their ability to turn your opponent into a tasty pulp through repeated wacking. They break bones and bruise flesh, meaning that aside from a critical hit they generally are less likely to mortal wounds quickly. They are great for crippling organics and non-organics alike, but when it comes to a swift, efficient death they are generally less than perfect. The exception to this is high strength and mace/hammer skill which allows for instant head crushing. <br />
* Whip: The whip uses gore damage, which is similar to a cross between slash and pierce. It can cut off limbs but is more likely to slice up organs and cause extreme pain and bleeding. A few hits will generally render an opponent unconscious and perhaps even badly injured enough to eventually bleed to death. However, the whip is a slow outright killer, sometimes needing dozens of blows to actually finish its target.<br />
* Bow (and arrows): Arrows are much like spears, because of their piercing damage and all the benefits it has. The benefits it has however are its range and its ability to target multiple enemies. They are most effective against organic targets. You, unfortunately, are organic, which makes archers one of your biggest problems.<br />
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=== Non-weapon tactics ===<br />
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Besides your weapons you have two other major forms of attack: Wrestling and throwing.<br />
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Wrestling: Wrestling can be performed by standing next to an enemy and pressing (Shift+a) and then (enter) to switch to wrestling. You can wrestle any enemy, however things such as wolves, bears and big cats do not allow you to perform the more advanced moves. After catching hold of a body part you can perform a lock, which allows you to further sprain, break or cripple an opponent. With a free hand you can perform even more advanced moves, such as gouging out eyes and stealing weapons. To gouge eyes, grab a head with an open hand, and to steal a weapon, grab the weapon and then check your inventory with (Shift+I), press the button corresponding to the weapon, and finally press 'a' to gain possession of it. <br />
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One of the best tactics for fighting high level weapon masters is to either break his weapon hand or to steal his weapon, essentially making him no more dangerous than a normal peasant.<br />
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Throwing: Throwing is the skill of... well, basically throwing stuff. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results. While it seems like weapons (and arrows) tend to be more reliable in their damage causing abilities when thrown, just about anything can potentially be lethal. Picking up a worm and hucking it right through a dragon’s skull is not only possible, but has been done on multiple occasions. A warrior with a high throw skill is often times more dangerous with an arrow than a trained archer is.<br />
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It is worth mentioning that a thrown arrow or bolt does not break upon impact with the ground the way that the same ammunition loosed from a bow or crossbow would. Meaning that those masterwork adamantine arrows you picked up can be thrown and recovered ad infinitum.<br />
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== Wounds ==<br />
You or your enemy are going to get hurt in the course of your adventures and its pretty useful to know exactly what’s happening when you are. Here’s a quick guide to the various aspects of wounds.<br />
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=== Wound indicators ===<br />
Wounds come in several colors and are indicated on the status screen (press z to see your own status screen while pressing (l) to look at your enemy’s). The status screen will list your body parts in different colors to indicate how damaged they are.<br />
White-unhurt and feeling fine<br />
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Light gray-slightly damaged, think a nasty scrape or cut.<br />
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Brownish yellow-moderately damaged, such as a mild sprain or the like<br />
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Yellow-Broken. Applied to joints it means literally broken, while applied to upper and lower body it generally means organ damage.<br />
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Red-Badly damaged. If you got this then chances are you’re in bad shape. Severely broken bones or ruptured organs. If this status is affecting anything even remotely vital you’re more than likely on your way to the grave.<br />
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Gray-lopped off or cut out. This is when you completely lose a body part. Effects include massive pain and bleeding along with ruining your promising juggling career. For some body parts (Noticeably the eye) it will not recover - if not a very long time - and will cause constant pain and unconsciousness, if so then consider restarting in a previous save or completely because fast travelling will not heal it.<br />
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=== Wound effects === <br />
Hands: Damage to the fingers or wrists can cause you to drop your held items, but usually only with yellow level damage. Losing a hand entirely gives you a serious handicap, which will more than likely lead to {{L|fun}} in the future.<br />
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Feet: Causes slowed movement and falling. If removed can cause permanent slowed movement. Removing both can cause a continuous on ground effect.<br />
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Legs: Similar to feet, though often has increased bleeding and pain effects. Loss of one will usually result in death by bleed out. Even if you survive, you’re more than likely on your way to death. Severed legs do make a lovely club though. <br />
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Arms: Damage to almost any part of the arm can cause items to be dropped. Loss of an arm is perhaps even worse than the loss of a leg, due to the loss of weapon and wrestling capabilities. Loss of both arms is both tragic and hilarious. <br />
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Head: Contains the brain, ears, mouth, nose, eyes and throat. Ears, nose and mouth are officially useless and can be cut off in an effort to appear cool. The brain, eyes and throat are however less disposable. Damage to the eyes results in loss of vision, permanent if the eyes are removed, and terrible pain. It's usually not possible to bleed to death from eye loss, though. The throat is highly sensitive and damage causes both extreme bleeding and suffocation effects. The brain is the most important thing you’ve got, and damage to it is an almost instant death. Any wound it receives will more than likely cause instant unconsciousness and severe bleeding. <br />
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Upper body: Contains the heart, lungs, upper spine, liver and kidneys. Both the kidneys and liver have similar effects; namely, heavy bleeding and pain upon injury. The spine causes nervous system damage, which can have several, sometimes permanent effects. The lungs control breathing, so piercing them can cause suffocation. The heart is the main organ of the circulatory system and damage to it is almost always fatal through bleeding. <br />
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Lower body: Contains various organs like the stomach and spleen, all of which have the same effect of bleeding, pain and nausea. Nausea leads to vomiting, which makes the wounded creature unable to attack. There is also the lower spine, which has similar effects to the upper spine.<br />
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=== Attack types and their wounds ===<br />
Pierce-dangerous to organic creatures, you included. Often times objects with the pierce effect will become lodged in their target. Removing the weapon from its lodged position causes both increased pain and bleeding but often times can alleviate certain symptoms the piercing has caused.<br />
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Bludgeon: Breaks bones and cripples joints. Generally less dangerous to the internal organs than other damage. The danger comes from its ability to incapacitate you and then turn your head to mush.<br />
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Slash: Dangerous for its ability to sever limbs and cause bleeding. Beware its habit of decapitation.<br />
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Gore: Shreds internal organs, causing all sorts of nasty side effects. Almost worthless on non-organic enemies but can cause severe problems for you living sorts.<br />
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=== Dealing with wounds ===<br />
In adventure mode your wounds will heal if you travel (shift + t) and they’ll recover just about anything except a lopped off limb. If you can’t travel the best thing to do is try and run from battle if you’re badly wounded, since running will give you time to stop bleeding and suppress the pain. Beware dropping your weapon and make sure to pick it up before you make a run for it. If an arrow strikes you in the chest its best to leave it there while an arrow to the extremities can be removed. <br />
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== <s>Living Shields</s> Companions ==<br />
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If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!<br />
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When you first start out, the easiest <s>human shields</s> friends to recruit are the drunks. They are found in human towns inside the {{L|tavern}} with the {{L|Mayor}} (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill {{L|wrestling}} and (mostly) damage-less punches. Don't expect them to last long when you meet that {{L|Giant}} you are supposed to kill. Drunks are much rarer in the current version of the game, so it's unlikely that you'll find one.<br />
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To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. {{L|Children}}, the Mayor, and {{L|Guard}}s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.<br />
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More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ({{L|Maceman}}, {{L|Swordsman}}, {{L|Spearman}} and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.<br />
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Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:<br />
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If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, "Ha! Such enthusiasm from one such as yourself."<br />
This can be remedied by training your skills until he judges you a bit more skillful than he is.<br />
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Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, "With a band so large, what share of the glory would I have?"<br />
But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!<br />
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Another possibility is to ask your old, retired adventurers for help. They'll never say no unless your party is too big. They should be pretty capable since you trained them. <br />
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You can ask the Prisoners of goblins to join you, and they will always say yes, regardless of the size of your party. Being nothing more than children, they have less fighting ability than drunks. However, if you have no moral reservations, they make excellent distractions for that particularly troublesome wolf pack that you come across on your travels. (Note: Elven prisoners will not attack any "normal" creatures or ones that do not attack them. That includes wolves.)<br />
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== The Perils of the Wild ==<br />
<br />
{{d for dwarf}}<br />
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You’ll face many creatures on your travels, several mega and semi-mega beasts included if you’re taking quests. Here's a quick look at the more dangerous beasts (sentient or not) that you’ll meet.<br />
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=== The Mega and Semi-mega beasts and the sentient races ===<br />
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* Bronze Colossus: Probably one of the hardest beasts to combat due to its massive strength, impressive natural armor and complete ignorance of pain, fear and bleeding. Bronze Colossuses are basically walking, dwarf crushing statues that will never stop unless beheaded or outright obliterated. They have no organs and do not bleed, making them impossible to knock unconscious. Their immense strength makes them unlikely to give in to wrestling moves (though if you can manage to lock and break a limb it will snap off rather than just becoming useless.) Because of these resistances all you can really do is hack / shoot and hope that it dies before you do. <br />
* Dragon: The main danger of these beasts is their massive fire breath, which can consume dozens of spaces. A high block skill is recommended before you fight them. A spear is a great weapon here, as it allows you to potentially knock them unconscious within a few turns by piercing their heart and lungs in one strike, mangling and thus, dooming them. Arrows are also good, though staying at a distance can be dangerous because of the fire breath. Beware their bite, as it can cause major damage. <br />
* Hydra: a joke really, as It seems to lack the regenerative powers of its mythological cousin. It has 7 heads, but damage to one is as serious as damaging the head of a one headed beast. More than likely you’ll have it unconscious in a few turns regardless of what you use due to the high probability of targetting one of it's many heads. Beware though, as once the new version comes out, this is most likely to change and the hydra may become that much tougher to kill.<br />
* Titan: basically an organic bronze colossus. It is essentially a larger, stronger human, with all the weaknesses being the same. Piercing and goring damage can quickly weaken and incapacitate these beasts, but keep an eye out for its wrestling, which can cause some bad joint damage. <br />
* Cyclops: A weaker, smaller titan with one eye. Eye+arrow=No-clops. They are very often given as quests to beginners. This leads to foolish adventurers thinking there easy and trying to take him/her on without <s>meat shields</s> party members. This is inevitably followed by {{L|Fun}}, in the form of explosive gore.<br />
* Ettin: A two headed giant. Basically a stronger human, usually unarmed. Just hack it until it dies.<br />
* Giant: Just a giant human like thing. Stab it in the neck or break its limbs for massive damage.<br />
* Minotaur: Only thing really dangerous about this guy is his horns. Pretty good wrestler but nothing that should give a reasonably prepared adventurer any problems.<br />
* Humans: Should you wander into battle against a human force its in your best interest to disable their archers first. The only real danger humans have is their numbers and their use of items. Disarming or crippling dangerous guards or weapon masters is highly recommended, since as soon as they are weaponless they are essentially as good as dead.<br />
* Elves: They have wooden equipment, making them laughable most of the time. Once again, the only real threat is their archers and even then they are less dangerous than humans. Elves are generally known for being annoying dicks so it's recommended that you slaughter the lot. If you are an elf it's recommended that you have tons of {{L|fun}}. <br />
* Dwarves: Their advantage is their steel weaponry and crossbows. Their disadvantage is that their mountain homes are generally so large that you’ll only rarely fight more than one or two. Disable their weapon masters and archers then throw their own axes at them. Juggle their heads in front of their children.<br />
* Goblins: Like weaker dwarves, with less armor and less skill. They have a feeble sense of morals, meaning that they will only sometimes attack you after you hurt one of their friends. You can basically cleave right through them with somewhat relative ease as they still have weaponmasters as well, including master archers and crossbowgoblins.<br />
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=== Other Humanoids ===<br />
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These are creatures that in shape resemble something human, but have no society. <br />
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* Antman: A half man half ant hybrid which lives in chasms. They have higher natural armor than a man, but rarely use tools. As long as you’re armed they should pose no problem.<br />
* Batman: Half man, half bat that lives in caves and chasms. They can fly and use weapons, though they rarely do. Attacks with punches and bites; the bites are the most potentially damaging because they cause gore damage. He is the night.<br />
* Blizzard man: Frosty’s asshole brother. Blizzard men are creatures of pure ice that strangely still have organs. They can bite and punch, with biting doing the most damage. They will melt in normal temperatures so they are only found in freezing areas.<br />
* Dark gnome: Mischievous mountain folk who enjoy hard liquor. They‘re basically dwarfs but smaller and no where near as dangerous. Its rare that you’ll even find them, but if you do they should pose no threat to you. They usually come in packs and make a beeline toward your alcohol reserves in order to drink as much as they can. They get scared off easily enough though, and their punch and bite attacks are rather weak. More annoying and a potential drain on resources than truly dangerous. <br />
* Fire Imp: Little gremlin like things that are either constantly on fire or made of fire. They’re found only in subterranean lava pits, meaning that you’ll have to go searching for them if you’re ever gonna see one. They only bite (does burn damage rather than gore), but their real danger comes from their ability to set you on fire. Ranged combat is recommended, though darting forward, attacking and then jumping away might be effective if you have no other choice. They like to throw fireballs at you from a distance, which can be a big problem if you're fighting in a grassy environment<br />
* Firemen: Like the fire imps, but better. They have the bronze colossus syndrome of having no organs, not bleeding, feeling pain or being able to have weapons stuck in them. They too can set you ablaze, but they’re much harder to kill before they do it. Bludgeoning can break and hence sever their limbs. Recommended that you fight from a distance. Luckily these things only live in underground lava, so you’ll never find them without going into very specific places. <br />
* Frogman: Half-man half-frogs that live in underground water. They can’t equip weapons and are very small, making them almost completely non-threatening. <br />
* Iron man: They are basically smaller, less dangerous Bronze Colossuses. When killed they leave a valuable iron statue. They appear only in chasms.<br />
* Leechman: Half man, half leech. They have no bones, but curiously do have arms (but no legs). They can suck blood, but considering they have no bones and every blow will almost always strike a vital organ its a lot more likely that blood will be coming out of it than you.<br />
* Lizardman: A staple creature of virtually every adventure type or RPG type game ever. Half man, half lizard; lives in underground water. Punches and bites along with the ability to use items. <br />
* Magma man: A man made of pure magma. Everything about this guy is the exact same as the fire man, with the exception that he can’t breathe fire. This makes him less dangerous at a distance. Stay back and throw stuff at him.<br />
* Merpersons: Tiny little mermaids and mermen. Not dangerous at all, and relatively rare to boot. They can equip items but you’ll probably never see one anyway. Their bones are extremely valuable.[http://www.bay12games.com/forum/index.php?topic=25967.0]<br />
* Mountain Gnome: The same as a Dark Gnome, but less evil. Same things apply here.<br />
* Mud man: Like Ironman but made of mud. Can’t equip items and only has a weak punch as a form of attack, making it about as threatening as a mudpie. Lives in underground water.<br />
* Ogre: The middle ground between giant and human. Their punches and bites do a surprisingly small amount of damage, though they can use weapons. As with any big, organic moron its recommended to try and damage their organs to quickly incapacitate and kill them. Piercing damage is very useful. <br />
* Olmman: Half man, half blind cave salamander. Their bites are surprisingly strong. Found only in subterranean water and even then only rarely.<br />
* Ratman: These guys tend to come in packs and are capable of biting and punching moves, despite the group mentality, they tend to be rather substandard on the threat scale.<br />
* Slugman: Do I even have to say? it’s a damn slug man, do you think its dangerous? It's not. Just stab it in its deformed face. <br />
* Snail man: Think slug man, but with a shell that doesn’t actually offer any protection. <br />
* Snakemen: The only real threat these guys pose is their ability to inject poison by biting. If it does bite you, your best bet to try and quickly kill the snake man before the poison takes effect. But even then it's easily cured by [T]raveling. If you're going to be on the local map for some time though don't worry too much, all it will do is temporarily render you stunned.<br />
* Troglodyte: Your stereotypical caveman. Not dangerous unless they attack in swarms and even then they are easily beaten. Use organic combating techniques to deal with them. <br />
* Troll: There’s no real difference between this thing and an ogre. Kill them both the same way. <br />
* Werewolf: Or wolfman. Attacks alone and only bites with a goring attack. Bite can be dangerous but the fact that there is only one of him makes it a lot easier to fight. Fun to wrestle for experience.<br />
<br />
=== Wildlife ===<br />
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Here’s the rundown of all the mundane beasties that you’ll run into <br />
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* Beak dog: Basically what happens when parrot gets combined with Velociraptors. They’re a little smaller than a man but quick and use their beaks and claws effectively. Try not to get caught in the center of a group of them, backpedal and cut them down as they give chase.<br />
* Black Bear: These will only ambush you one on one, and given their relative small size and forgettable strength they should pose little threat unless you’re completely unskilled and unarmed. Because there’s only one they can be useful for wrestling practice since you can focus all your attention on them.<br />
* Bonobo: I’ve never seen one myself, though I’ve been told they’re ape like things. Considering their squishy organs it would be best to stab them in the groin.<br />
* Camel: Its…a camel. You’ll probably never see one. <br />
* Carp: Carp aren’t too dangerous in adventure mode. They are often found in the river and the only way they have a real chance of killing you is if you have not trained in swimming and you wind up dodging one of their attacks and land in the river, which can not be climbed back out<br />
* Cougar: Like a kitty, but bigger. Cougars are good wrestling practice and good shield training as well, what with the fact that Cougars suck so hard. If you get killed by this thing it was either insanely lucky or you have no arms.<br />
* Deer: You might see these running away from you in the woods. They’re harmless but good wrestling practice if you feel like strangling a defenseless animal. <br />
* Donkey: Pulls wagons and things like that. You might see one but its not really worth attacking them. <br />
* Elephants: In prior versions elephants were murderous berserkers, but thankfully they’ve been made a little more realistic. They’re just as big and strong as you’d expect, but won’t bother you unless you walk up and stab’em a few times. Reasonably dangerous, so don’t poke them unless you’re ready.<br />
* Elk: Much like deer, though a little bigger and usually solitary<br />
* Fox: Another small animal that you’ll most likely never see.<br />
* Giant bat: Bigger than a minotaur and more dangerous at times. Often encountered in low visibility areas where they can take you by surprise. Its best to avoid caves until you’re confident in your blocking and combat skills. <br />
* Giant Cave Spiders: You’ll only rarely encounter these, because of their limited environment. You’ll know they’re near from the webs which hang around their homes. They are NOT to be meddled with. First and foremost, they do not feel pain and will never stop unless killed. Their high number of legs makes it likely that you’ll pointlessly hack away at the limbs while the mouth bites your head in half. Beyond these aspects the spider uses poison and sticky webs to ensnare you. Your best bet is to throw/shoot at it from a distance. If you can’t do that, use other piercing or goring weapons to damage its organs. Despite its ignorance toward pain, it still bleeds like any other animal, so a pierced heart is very effective. <br />
* Giant cave swallow: Like the giant cave bat, they can be deceptively dangerous, so try and knock it out of the air via throwing so it'll suffer falling damage before you close the distance.<br />
* Giant Eagle: A major problem in fortress mode is little more than a pesky annoyance in adventure mode. If they are giving you trouble though, attempt to wrestle and break one of their wings. This should ground them and make them a much easier target. <br />
* Grizzly Bear: A little bigger than the Black Bear, though basically the same. Good for both wrestle and shield points. If they’re really giving you a hard time try catching both hands and its throat. This should not only make it impossible for it to attack, but also give you wrestle points. <br />
* Groundhog: Little rodent thingies. Zombie ground hogs are useful to strangle for wrestling experience. Besides that they’re only really good as golf balls for your putter (read Morningstar)<br />
* Hippo: Fairly large beasts who like to gather near rivers to eat fish. They are not too hostile, but are thick-skinned. Be wary about getting your weapon stuck in them, as they might flee with it across the river, never to return. <br />
* Hoary Marmot: A tiny forest dwelling creature. As harmless as it is delicious.<br />
* Horse: A beast of burden sometimes seen in human towns. They have an odd habit of going rogue and kicking children to death. Not to mention they’re some how smart enough to pull crossbow bolts out of their own legs. May cause random insanity if they attack a influential citizen. <br />
* Naked mole dog: Think enormous naked mole rat. They are capable of landing a lucky blow and causing serious damage, but otherwise, easy to fight off.<br />
* Mountain Goat: It’s a goat, that lives in the mountains.<br />
* Pike: The fish, not the weapon. They’re nothing close to the carp and should be little more than particularly squishy speed bumps to you.<br />
* Rhesus Macaque: A nettlesome trickster in fortress mode, they are almost never seen in adventure mode. Even if you see them they’re very skittish and a single blow will send them running. Give’em a good strangle if you can catch one.<br />
* Unicorn: The random homicidal tendencies of the horse mixed with a dash of magic and a horn. They’re very aggressive for some reason, though not too hard to bring down. Watch out for that horn and stay away until you’re at least competent. <br />
* Whale: Big aquatic beast. Not dangerous unless in skeletal mode. <br />
* Wolf: And last but not least, the humble and numerous wolf. This is an all too common ambush predator and you'll ALWAYS fight them by the pack. They can be dangerous in the first few ambushes if you let them surround you, however, with a few brothers-in-arms and personal experience they can quickly become trivial. Great for training up armor and shield, as they attack in packs and hence hit you many times, often with no effect. Early on, just be careful not to get caught in the middle of a pack and you’ll be fine. They have a random chance to rip your throat out. The most dangerous aspect about them is that when they ambush you, you have a fairly decent chance of being caught in the middle of the pack.<br />
<br />
=== Modifiers ===<br />
* Zombie: Zombie animals are just like their normal counterparts, with a few major exceptions. Firstly, they are no longer affected by pain or bleeding and their organs no longer matter. They are also much slower. This combination of increased difficulty in killing and decreased speed about evens out their threat level. Not too dangerous, unless the creature they’re based on is already strong. (Note: Since they do not perish by strangling, breaking all of the limbs of a zombie and throttling it constantly is a great way to gain wrestling experience.)<br />
* Skeletal: All of the advantages of Zombie with none of the bad effects. Skeletal creatures are all immune to pain and do not bleed, but they remain just as quick as their living counterparts. Large skeletal beasts, such as dragons or whales are truly a terror to face.<br />
<br />
== Avoid the impossible ==<br />
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.<br />
<br />
=== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ===<br />
Unless you are a legendary or better (ok, its not possible to go beyond legendary) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy {{L|Fun}})!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.<br />
<br />
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.<br />
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''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient {{L|shield}} user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.<br />
<br />
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.<br />
<br />
Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.<br />
<br />
=== Arrows ===<br />
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.<br />
<br />
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at. Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones. This is also worth noting to avoid wasting ammunition on fallen targets.<br />
<br />
Another solid solution is to get behind something as quickly as possible and try sneaking. Even when caught in the open cover as flimsy as a single tree may be sufficient to begin sneaking. Sneaking around trees can also sometimes act as a compass for determining the direction of the shooter. By checking when and where sneaking is possible, the approach vector of any given observer or close cluster of observers can be extrapolated.<br />
<br />
Finally, since archers are generally sentient, most (besides mayors) can be killed in their sleep.<br />
<br />
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.<br />
<br />
== Training yourself ==<br />
Gaining stats ({{L|Attributes|strength, agility, toughness}}) helps a lot when fighting. How to best train yourself?<br />
<br />
=== Throwing ===<br />
To find rocks simply hit {{k|l}} and look at any rock coulored tiles some of these will be simply called by the rock name (e.g. {{L|limestone}}) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with {{L|pebbles}}, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill "Throwing", and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).<br />
<br />
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.<br />
<br />
''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in "t" position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on "b" position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.<br />
<br />
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.<br />
<br />
You can also throw other stuff you find, like flies, beetles, worms, and even vomit or {{L|sand}}. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. {{L|iron_man|Iron men}} are fun, because they leave behind a nice {{L|statue}} for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.<br />
<br />
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a {{L|Giant Cave Spider}} that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and {{L|spear}}s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).<br />
<br />
=== Bow/Crossbow-skill ===<br />
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill. Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. <br />
<br />
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).<br />
<br />
Make sure to take extra <s>meat shields</s> companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.<br />
<br />
Metal bolts are quite heavy and expensive, so if you wish to train in this skill it would probably be a good idea to raid an old fortress of yours first and get all the wooden/bone bolts there.<br />
<br />
=== Wrestling ===<br />
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your {{L|wrestling}}? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the beginning of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per "hit". Wrestling also handles dodging skill which is very handy to have.<br />
<br />
A good way to train wrestling is to find an undead region on the map- preferably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie {{L|elephants}}. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.<br />
<br />
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.<br />
<br />
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes. <br />
<br />
When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.<br />
<br />
Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak. The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.<br />
<br />
Yet another alternative is presented by fish. No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming. Avoid hippopotamus infested waters.<br />
<br />
A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your <s>toy's</s> <s>victim's</s> opponent's arms and then move on to legs, finally gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritize standing back up.<br />
<br />
=== Swimming ===<br />
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.<br />
<br />
To voluntarily jump into a pond or {{L|river}} you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.<br />
<br />
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.<br />
<br />
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start "drowning". However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.<br />
<br />
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that. One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within. As such, it's a good idea to do your training laps somewhere warm.<br />
<br />
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.<br />
<br />
You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below. You can also crosstrain melee skills with swimming by picking a river and swimming down it, training Ambush when it's quiet and training melee when it's not. Some rivers have very high densities of fish, giving you lots of targets to hit. They will tend to gather up, bumping into and slowing each other down ahead of you for you to kill and an adventurer will be all but invincible against non-sturgeons after a few statgains. Just remember that Hippos have the right of way.<br />
<br />
NOTE: Water does NOT currently cleanse fire, if you are burning, jumping into a pool of water will not save you<br />
<br />
=== Ambushing ===<br />
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.<br />
<br />
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.<br />
<br />
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.<br />
<br />
If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.<br />
<br />
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.<br />
<br />
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.<br />
<br />
=== Armor and Shield Use ===<br />
<br />
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. <br />
<br />
Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.<br />
<br />
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.<br />
<br />
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie {{L|groundhog}}) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.<br />
<br />
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.<br />
<br />
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.<br />
<br />
It's also best to train with creatures that attack with their fists, rather than their teeth. A zombie antman or ratman could pound on you all day and never take you past a yellow wound; a groundhog, however, will eventually get lucky and tear out your throat if you wait long enough.<br />
<br />
== Exploration ==<br />
<br />
=== Basic exploration tips ===<br />
When traveling it’s a good idea to avoid evil areas until you’re reasonably powerful, as they tend to contain stronger enemies. Also avoid caves for this same reason, you never know when a dragon is lurking in the shadows. Remember that only human towns have shops, so don’t die of hunger wandering the dwarves mountain homes looking for that elusive Applebees. Water can be had from rivers and stagnant pools, though fast traveling (shift + t) makes thirst and hunger go away. If you are exploring caves, make sure to have some water and food with you, as some can be quite deep.<br />
<br />
When you explore a mountain home you may come across a long, underground passage. Turn back. Unless you are wanting to level up your ambush skill and have brought plenty of food and water, these passages are probably not for you. They go on for a very long ways, occasionally across impassable mountain tiles, and there's a very good chance that you will die of hunger or thirst before you find the exit. You can not enter travel mode while traveling underground, so you do not have that as an escape possibility. On the other hand, they tend to be free of monsters (feel free to sleep on the ground) and if you have managed to kill several critters prior to your adventure you can always drink the blood that is soaking your equipment (but only if dehydrated).<br />
<br />
Just a side note, these passages could also contain hidden fun and stuff too, instead of just ending up somewhere else, where you will die.<br />
<br />
=== Fortress exploration tips === <br />
If you’ve abandoned a fortress in the world and you’re now adventuring, you can find that same fortress on the map. Ask townsfolk about the surroundings and eventually they’ll mention the fortress and its direction. From there you need only to follow the directions till the fortress shows up on your map. <br />
<br />
==== The perils of fortress exploration ====<br />
If your fortress was abandoned or destroyed there’s more than likely a reason why. Be it magma overflows, flooding, goblin sieges or perhaps digging a little too greedily and too deep there are likely to be remnants of your downfall somewhere in the remains. Wild beasts and sentient invaders alike will more than likely be slugging it out in your once grand halls. Beyond this there is the danger of forgetting what lever does what and accidentally flooding the room with lava or collapsing the entrance.<br />
<br />
==== The advantages of Fortress exploration ====<br />
Depending on how advanced your fortress was it may contain extremely rare, powerful or valuables items. Raiding fortresses is the only way to get adamantine items and wafers, as well as the only way to get artifact weapons. Beyond this, you can read the engravings on the walls in order to fill your legends list. <br />
<br />
==== Preparation ====<br />
Whatever destroyed your fortress is what is going to be squatting in it now. If a goblin siege took you down, then prepare to fight some gobbies. If the horrors of the deep beat your little dwarven ass then prepare to fight those. If they drowned then find some waterwings etc. Make sure you’re fully stocked on arrows (if you use them) as well as water and food. Leaving anything you don’t need back in the tavern in town is a good idea too, as it lets you carry more loot.<br />
<br />
==== Plumbing the Deep ====<br />
<br />
While wandering the halls of your old fortress its best to secure each floor one by one, to avoid being ambushed. Explore one entire floor then move on to the next. This isn’t a requirement but it can help in finding the best loot as well as insuring against surprise attacks from that hidden monster or monsters you managed to overlook. If you start to get overburdened with all the loot, climb to a secure floor and dump it in a pile. You can come back for it after you’ve finished exploring. Also note that, while traps no longer work, their components (giants blades, spiked balls etc) remain just as lethal in your hands. Also note that you can pick up and throw ballista arrows.<br />
<br />
==== What to do with all your newly acquired wealth ====<br />
<br />
Not much I’m afraid. While masterwork adamantine weapons are very useful and the raw chunks of adamantine are extremely valuable there’s nothing to really buy with them. The adamantine weapons you find are the strongest in the game and shops will never sell anything above iron so once you’ve got the weapons there’s pretty much nothing more you need. This will most likely be fixed in up coming versions (perhaps paying a blacksmith to make you weapons).<br />
<br />
=== Summary ===<br />
*Avoid flying arrows<br />
*Throw rocks/statues/socks/AIDS/bugs/sand/coins/arms/heads/swords/arrows/kitchen sinks at enemies that still haven't reached you<br />
*Train your stats before taking on your first quest-monster<br />
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<br />
{{Category|Guides}}<br />
{{Category|Adventurer mode}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Adventure_mode_quick_reference&diff=9648340d:Adventure mode quick reference2010-04-21T02:09:57Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
These are the keys used in {{L|Adventure mode}}.<br />
==Key Bindings==<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
! align="center" | Keys<br />
! align="center" | Meaning<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|<}} or {{k|Shift}}+{{key|5}} (num lock off)<br />
| Ascend<br />
|-<br />
| {{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)<br />
| Descend<br />
|-<br />
| {{k|.}}<br />
| Wait for a step<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|c}}<br />
| Combat Preferences<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|-<br />
| {{k|g}}<br />
| Pickup an item<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|i}}<br />
| Inventory<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<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|s}}<br />
| Stand or lie down<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|-<br />
| {{k|A}}<br />
| Attack a adjacent creature. Change Mode to {{L|wrestle}}.<br />
|-<br />
| {{k|C}}<br />
| Center screen on yourself<br />
|-<br />
| {{k|D}}<br />
| Date/Time<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|-<br />
| {{k|P}}<br />
| Temperature<br />
|-<br />
| {{k|Q}}<br />
| Adventure log (tasks, map, et cetera...)<br />
|-<br />
| {{k|S}}<br />
| Sneak<br />
|-<br />
| {{k|T}}<br />
| Travel<br />
|-<br />
| {{k|W}}<br />
| Weather<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
<br />
{{Category|Guides}}<br />
{{Category|Adventurer mode}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&diff=9648240d:Advanced world generation2010-04-21T02:09:56Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
[[World generation]] allows advanced options for customizing worlds. These [[World tokens|parameters]] are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.<br />
<br />
<br />
= Advanced Parameters =<br />
<br />
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.<br />
<br />
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.<br />
<br />
== Seed Parameters ==<br />
<br />
==== Use Seed ====<br />
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. <br />
<br />
==== Use History Seed ====<br />
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. <br />
<br />
==== Use Name Seed ====<br />
Same as above but used to determine the randomly selected name used by the program. <br />
<br />
== Terrain Parameters ==<br />
<br />
==== &lt;REGION-QUALITY> &lt;X/Y>-Variaton ====<br />
<br />
The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south). High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change. Setting all of these to their maximum value (1600) will make it more likely that lots of different [[biome]]s will fit into a single fortress [[location|site]]. ('''NOTE''': Increasing variance increases the number of subregions generated, so you'll likely need to increase the ''Maximum Number of Subregions'' parameter to prevent too many (or all) worlds from being {{L|World generation#Rejects|rejected}}, or reduce the world size if the maximum of 5,000 subregions is reached).<br />
<br />
Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world. Setting a Y variance to 0 will do the same, but for north-south strips. If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.<br />
<br />
==== &lt;REGION-QUALITY> Weighted Ranges ====<br />
<br />
Elevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation). The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100. For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing {{L|tundra}}/{{L|glacier}}s and burning {{L|desert}}s, or you could set it to 100% 40-60, to have the entire world be temperate.<br />
<br />
The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage. Some examples (with "0" meaning "None"):<br />
<br />
{| border = 1<br />
|- bgcolor=lightgrey<br />
! Weights !! Percentages<br />
|-<br />
| 1, 1, 1, 1, 1 || 20%, 20%, 20%, 20%, 20%<br />
|-<br />
| 2, 1, 1, 1, 1 || 33%, 16%, 16%, 16%, 16%<br />
|-<br />
| 1, 0, 0, 0, 1 || 50%, 0%, 0%, 0%, 50%<br />
|-<br />
| 0, 0, 1, 0, 0 || 0%, 0%, 100%, 0%, 0%<br />
|}<br />
<br />
'''Note on elevation''': The values the game uses for elevation don't actually stop at 100, but rather 400. For the Elevation Weighted Ranges parameters, 100 means "100% of the maximum possible elevation", 40 mean "40% of the maximum possible elevation", and so on.<br />
<br />
==== Minimum Savagery/Maximum Savagery ====<br />
Defines the minimum and maximum savagery per tile.<br />
* 0 - 32: Benign<br />
*33 - 65: Neutral <br />
*66 - 100: Savage<br />
<br />
Humans and Dwarves will not settle in savage areas.<br />
<br />
Note that this setting is closely tied to the savagery squares settings. If you increase this number beyond 25 or so but do not increase the minimum number of mid- and high-savagery squares for your map you will have endless world rejects. The opposite is also true. If you specify a large number of high-savagery squares and no low-savagery squares and then set the above Minimum Savagery/Maximum Savagery percentage to 0, you will also have endless map rejects.<br />
<br />
==== Minimum Volcanism/Maximum Volcanism ====<br />
<br />
From what I have found out so far I can say {{L|igneous extrusive layer}} are only found in areas with a volcanism higher than 90. {{L|Volcanoes}} are only placed on tiles with a volcanism of 100.<br />
<br />
==== Minimum Volcano Number ====<br />
<br />
Places {{L|volcanoes}} on tiles with a volcanism of 100. If there are not enough viable tiles the world is rejected.<br />
<br />
==== Minimum Mountain Peak Number ====<br />
<br />
Places {{L|mountain}} peaks on tiles with an pre-erosion elevation of at least 380. If there are not enough viable tiles the world is rejected.<br />
<br />
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.<br />
<br />
==== Minimum Initial &lt;TERRAIN TYPE> Square Count ====<br />
<br />
Sets the absolute minimum number of &lt;TERRAIN TYPE> tiles on the map, pre-erosion. If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over. This is a fairly powerful tool and is very closely related to the mesh sizes and weights if you use them. Remember that as you change the meshes, you also have to change these since your ratios will be very different!<br />
<br />
==== Minimum Initial &lt;TERRAIN TYPE> Region Count ====<br />
<br />
Sets the absolute minimum number of &lt;TERRAIN TYPE> regions on the map at the start, pre-erosion. If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over. Regions are the contiguous clusters of one terrain type. If you set this to be large, then aside from generating tons and tons of rejects, you'll get a map that's got a very broken appearance.<br />
<br />
==== Minimum Final &lt;TERRAIN TYPE> Region Count ====<br />
<br />
Sets the absolute minimum number of &lt;TERRAIN TYPE> tiles on the map, post-erosion. If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over. The difference between this and the above trait is dependent on what terrain type it is. Mountains get eaten and fractured by rivers and erosion. So, you should probably expect to GAIN mountain regions after erosion. Marshes tend to grow as rivers and lakes cut away at other terrains, so they become more contiguous and reach around other barriers. You should expect to LOSE marsh regions after erosion.<br />
<br />
==== Erosion Cycle Count ====<br />
<br />
Higher numbers make the {{L|mountain}}s less steep and {{L|river}} canyons deeper.<br />
<br />
==== Minimum Number of &lt;REGION-QUALITY> Squares ====<br />
<br />
A world will be {{L|World generation#Rejects|rejected}} if there are less than the number of required squares for each different region type. This can lead to a ''huge'' number of rejections, so you might want to turn these all down to zero.<br />
<br />
== Historical Parameters ==<br />
<br />
==== End Year ====<br />
<br />
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it. If you want to play a game while two particular civilizations are at war, you can create a world, look through its history, then regenerate the world with the exact same seed and history seed, but set the End Year parameter to the year the war started.<br />
<br />
==== Population Cap after Civ Creation ====<br />
<br />
How many creatures can exist in the game once civilizations have been added into generation.<br />
<br />
==== Percentage Beasts Dead for Stoppage ====<br />
<br />
Determines how many {{L|megabeast}}s need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.<br />
<br />
==== Year to Begin Checking Megabeast Percentage ====<br />
<br />
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. <br />
<br />
==== Cull Unimportant Historical Figures ====<br />
<br />
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the Legends screen. Changing this setting to "Yes" will result in culled figures being referred to as "Unknown Creature" in the kill lists of other Historical Figures.<br />
<br />
==== Reveal All Historical Events ====<br />
<br />
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. <br />
<br />
== Creature Parameters ==<br />
<br />
==== Maximum Natural Cave Size ====<br />
<br />
Determines the size and depth of caves formed by world-gen. A cave with a greater "size" will be deeper and more sprawling, and therefore have more and more dangerous creatures. It is believed that large caves increases the lifespan of {{L|megabeast}}s.<br />
<br />
==== Number of Mountain Caves ====<br />
<br />
Determines the number of caves to be placed in mountain regions. It is believed that large number of caves increases the lifespan of {{L|megabeast}}s.<br />
<br />
==== Number of Non-Mountain Caves ====<br />
<br />
Determines the number of caves to be placed in other regions. It is believed that large numbers of caves increases the lifespan of {{L|megabeast}}s.<br />
<br />
==== Make Caves Visible ====<br />
<br />
Makes caves visible on the world location selection screen.<br />
<br />
==== Number of Civilizations ====<br />
<br />
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. <br />
<br />
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.<br />
<br />
==== Playable Civilization Required ====<br />
<br />
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.<br />
<br />
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.<br />
<br />
= Influencing Non-parameterized Features =<br />
<br />
== Reducing {{L|Aquifers}} ==<br />
<br />
It is believed that there will be many less aquifers if you make sure that there are no oceans (set ''Elevation Weighted Ranges'' 0-20 and 20-40 to 0/None to ensure that the minimum elevation is above 100, and set ''Minimum Ocean Edges'' to 0/None). High drainage will also reduce aquifers, but with the side effect of reducing {{L|lake}}s and {{L|swamp}}s. Also, widespread high draining might lead to too many worlds being {{L|World generation#Rejects|rejected}}.<br />
<br />
Or you could just {{L|modding|mod}} the <tt>{{L|raw file|raw/objects/matgloss_stone_layer.txt}}</tt> file and remove all of the {{L|Matgloss tokens|[AQUIFER}}] tokens.<br />
<br />
= Experimenting with Parameters =<br />
<br />
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set<br />
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. <br />
<br />
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.<br />
<br />
You can also directly edit the world_gen.txt file in \data\init to get around limits in the Advanced world generator. For example, you are limited to having 5000 max subregions, but if you go into the aforementioned file, you can go over this limit. This is especially useful when you encounter map rejects that say, for example, too many subregions.<br />
<br />
== World Painter Parameters ==<br />
<br />
{|{{prettytable}}<br />
|-style="background:#dddddd"<br />
!Icon !!Biome !!Elevation !!Rainfall !!Drainage<br />
|-<br />
|{{Biome|~|≈|#0000FF|#0000FF}}<br />
|{{L|Ocean|Water}} ||0-99 ||Any ||Any<br />
|-<br />
|{{Biome|~|≈|#FFFF00|#FFFF00}}<br />
|{{L|Sand}} {{L|Desert}} ||rowspan="13"|100-299 ||rowspan="4"|0-9 ||0-32<br />
|-<br />
|{{Biome|,|´|#808000|#808080}}<br />
|Rock {{L|Desert}} ||33-49<br />
|-<br />
|{{Biome|n|∩|#808080|#808000}}<br />
|{{L|Desert}} {{L|Badlands}} A ||50-65<br />
|-<br />
|{{Biome|V|√|#808000|#808000}}<br />
|{{L|Desert}} {{L|Badlands}} B ||66-100<br />
|-<br />
|{{Biome|.|ⁿ|#00FF00|#00FF00}}<br />
|{{L|Grassland}} ||rowspan="2"|10-19 ||0-49<br />
|-<br />
|{{Biome|n|∩|#00FF00|#00FF00}}<br />
|{{L|Hills}} ||50-100<br />
|-<br />
|{{Biome|"|ⁿ|#00FF00|#00FF00}}<br />
|{{L|Savanna}} ||rowspan="2"|20-32 ||0-49<br />
|-<br />
|{{Biome|n|∩|#00FF00|#00FF00}}<br />
|{{L|Hills}} ||50-100<br />
|-<br />
|{{Biome|"|"|#008000|#008000}}<br />
|{{L|Marsh}} ||rowspan="3"|33-65 ||0-32<br />
|-<br />
|{{Biome|"|γ|#00FF00|#00FF00}}<br />
|{{L|Shrubland}} ||33-49 <br />
|-<br />
|{{Biome|n|∩|#00FF00|#00FF00}}<br />
|{{L|Hills}} ||50-100<br />
|-<br />
|{{Biome|⌠|⌠|#008000|#008000}}<br />
|{{L|Swamp}} ||rowspan="2"|66-100 ||0-32<br />
|-<br />
|{{Biome|↑|↨|#00FF00|#00FF00}}<br />
|{{L|Forest}} * ||33-100<br />
|-<br />
|{{Biome|⌂|⌂|#808080|#808080}}<br />
|Low {{L|Mountain}} ||300-332 ||Any ||Any<br />
|-<br />
|{{Biome|▲|▲|#808080|#808080}}<br />
|{{L|Mountain}} ||333-365 ||Any ||Any<br />
|-<br />
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}<br />
|High {{L|Mountain}} ||366-399 ||Any ||Any<br />
|-<br />
|{{Raw Tile|^|#808080|#000000}}<br />
|{{L|Peak}} ||400{{verify}} ||Any ||Any<br />
|}<br />
<br />
<br />
<nowiki>*</nowiki> The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around > 65, depending on rain value).<br />
<br />
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.<br />
<br />
{{Category|World}}<br />
{{Category|Guides}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=23a:Adamantine&diff=9648023a:Adamantine2010-04-21T02:09:53Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{23a Metal|color=#0FF|bgcolor=#088|name=Adamantine|ore1=£|ore2=£|ore1tile=*|ore2tile=φ|<br />
ore1color=#0FF|ore2color=#0FF|ore1tilecolor=#0FF|ore2tilecolor=#0FF|<br />
|ore=<br />
* {{L|Raw adamantine}}<br />
|properties=<br />
* {{L|Weapon damage}}% 500<br />
* {{L|Material value}} 300<br />
|uses=<br />
* {{L|Anvil}}s<br />
* {{L|Armor}}<br />
* {{L|Bolts}}<br />
* {{L|Craft}}s<br />
* {{L|Coins}}<br />
* {{L|Furniture}}<br />
* {{L|Weapon}}s<br />
}}<br />
<br />
'''Adamantine''' metal itself is considered 'the king of metals', light as a feather, hard as diamond and capable of being sharpened to a near-atomic edge. It is processed from {{L|raw adamantine}} which is formed of clumps of razor-sharp strands that must be carefully extracted from the stone.<br />
<br />
Processing adamantine requires separate {{L|labor}}s, Adamantine Extraction and Adamantine Working, to be enabled under a dwarf's {{K|v}}-{{K|p}}-{{K|l}} menu. Like craftsworking, adamantine processing is actually made up of a variety of skills:<br />
<br />
* "Adamantine Extractor", which is gained from processing raw adamantine into adamantine strands at a {{L|Craftsdwarf's workshop}}.<br />
* "Adamantine Smelter", which is gained from smelting adamantine strands into adamantine wafers at a {{L|magma smelter}} (a normal {{L|smelter}} won't work).<br />
* "Adamantine Weaver", which is gained from weaving adamantine strands into adamantine cloth at a {{L|Loom}}.<br />
* "Adamantine Worker", which is gained from forging things from adamantine wafers at a {{L|metalsmith's forge}} (only clothes require a {{L|magma forge}}).<br />
<br />
Adamantine can be used to build '''any item''' you could build out of any other material (excluding, oddly, beds), including furniture, bins, mechanisms, shirts, shoes, etc. None of these items can be decorated however. Adamantine wafers can also be used to construct {{L|bridge}}s, which can be placed over {{L|magma}}.<br />
<br />
Adamantine items are incredibly light; in addition, every dwarf loves adamantine items. Forging the actual item is very fast (even if making the wafers and hauling them to the workshop takes weeks), and doesn't require fuel.<br />
<br />
Adamantine strands are worth 1800☼ each.<br />
<br />
Adamantine cloth is worth 2100☼ each. You need three for a shirt, two for shoes, four for pants.<br />
<br />
Adamantine wafers are worth 1500☼ and take much longer than bars of other metals to make, so it is recommended that you set your fastest dwarves to learn the trade. A battle axe needs four wafers, and a set of plate mail needs nine. A full set of plate mail, boots, gauntlets, greaves and helm takes 21 wafers. <br />
<br />
<!-- {{Category|Metals}} --></div>SoyBothttps://dwarffortresswiki.org/index.php?title=v0.31:Trifle_pewter&diff=96476v0.31:Trifle pewter2010-04-21T02:06:19Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
{{Alloy|name=Trifle pewter|color=#CCC|bgcolor=#088|color1=#CCC|color2=#880<br />
|recipe=<br />
* 2 {{L|Tin}} {{L|bar}}s<br />
* 1 {{L|Copper}} {{L|bar}}<br />
- or -<br />
* 2 {{L|Cassiterite}}<br />
* 1 {{L|Copper}} {{L|ore}}<br />
|properties=<br />
* {{L|Material value}} 4<br />
}}<br />
<br />
'''Trifle Pewter''' is an {{L|alloy}} of {{L|tin}} and {{L|copper}}.<br />
<br />
Trifle Pewter can be made using one of the following recipes:<br />
*2x {{L|Tin}} bar + {{L|Copper}} bar<br />
*2x {{L|Cassiterite}} + {{L|Native copper}} or {{L|Malachite}} or {{L|Tetrahedrite}}<br />
<br />
Trifle Pewter has a base value of 4, making it better for objects of wealth than its ingredients, whose base values are merely 2. However, it is actually not recommended in this regard because {{L|fine pewter}} and {{L|bronze}} use the same ingredients (with different formulae), but have base values of 5.<br />
<br />
{{category|metals}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=v0.31:Steel&diff=96475v0.31:Steel2010-04-21T02:06:18Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
'''Steel''' is one of the best materials for building weapons and armor. A fortress with a good steel production is going to have a lot of wealth with merchants, as products made with steel have a very high value.<br />
<br />
Steel can be smelted at a {{L|smelter}} by a {{L|dwarf}} with the {{L|furnace operator}} labor activated.<br />
<br />
==Recipe==<br />
The recipe for two steel bars is as follows: <br />
*one {{L|pig iron}} {{L|bar}} <br />
*one {{L|iron}} bar <br />
*one {{L|flux}} material <br />
*two {{L|fuel}} (one fuel for {{L|magma smelter|magma smelters}})<br />
<br />
Starting from raw ores, in all you need:<br />
*two iron ore<br />
*two flux<br />
*two fuel<br />
Without magma, you need a total of 5 fuel.<br />
<br />
{{category|metals}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=v0.31:Rose_gold&diff=96474v0.31:Rose gold2010-04-21T02:06:17Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
{{human}}<br />
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0<br />
|recipe=<br />
* 3 {{L|gold}} {{L|bar}}s<br />
* 1 {{L|copper}} {{L|bar}}<br />
|properties=<br />
* {{L|Material value}} 23<br />
}}<br />
<br />
'''Rose gold''' is an alloy of {{L|gold}} and {{L|copper}}, made at a {{L|smelter}}. It is made by combining three gold {{L|bar}}s with one copper bar, which results in four rose gold bars. The value of this is a little subjective, as the total material worth of the produced metal is the same as that of the ingredients (3*30 and 1*2 -> 4*23). Disregarding {{L|fuel}}, you lose the possible utility of the copper bar to get purple-coloured furniture and crafts (for buildings and constructions, {{L|bismuth}} will produce the same color). If you have no magma access then the transition will cost you fuel as well, so it's really a question of how important it is that you get purple {{L|metal}}.<br />
<br />
{{Category|Metals}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=v0.31:Platinum&diff=96473v0.31:Platinum2010-04-21T02:06:16Z<p>SoyBot: </p>
<hr />
<div>{{av}}{{elven}}<br />
{{Metal|name=Platinum|color=#FFF|bgcolor=#CCC<br />
|uses=<br />
* {{L|Metalsmith's forge|Metal crafting}}<br />
|ore=<br />
* {{L|Platinum nuggets}}<br />
|properties=<br />
* {{L|Material value}} 40<br />
* {{L|Magma-safe materials|Magma proof}}<br />
}}<br />
<br />
'''Platinum''' is an extremely valuable metal, second only to {{L|adamantine}}. It has the same value as {{L|aluminum}}, distinguished by the fact that while platinum is the heaviest metal, aluminum is the lighest metal (again, not including {{L|adamantine}}).<br />
<br />
Effectively, the only differences between platinum and aluminum are that platinum is magma-safe, while aluminum is not, and the weight difference of almost 10x.<br />
<br />
{{Game Data|[INORGANIC:PLATINUM]<br />
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:platinum]<br />
[STATE_NAME_ADJ:LIQUID:molten platinum]<br />
[STATE_NAME_ADJ:GAS:boiling platinum]<br />
[DISPLAY_COLOR:7:7:1]<br />
[MATERIAL_VALUE:40]<br />
[SPEC_HEAT:130]<br />
[MELTING_POINT:13182]<br />
[BOILING_POINT:16885]<br />
[SOLID_DENSITY:21400]<br />
[LIQUID_DENSITY:19770]<br />
[MOLAR_MASS:195084]<br />
[IMPACT_YIELD:1080000]<br />
[IMPACT_FRACTURE:1080000]<br />
[IMPACT_ELASTICITY:470]<br />
[COMPRESSIVE_YIELD:1080000]<br />
[COMPRESSIVE_FRACTURE:1080000]<br />
[COMPRESSIVE_ELASTICITY:470] 230<br />
[TENSILE_YIELD:100000]<br />
[TENSILE_FRACTURE:200000]<br />
[TENSILE_ELASTICITY:60] 168<br />
[TORSION_YIELD:100000]<br />
[TORSION_FRACTURE:200000]<br />
[TORSION_ELASTICITY:164]<br />
[SHEAR_YIELD:100000]<br />
[SHEAR_FRACTURE:200000]<br />
[SHEAR_ELASTICITY:164] 61<br />
[BENDING_YIELD:100000]<br />
[BENDING_FRACTURE:200000]<br />
[BENDING_ELASTICITY:60]<br />
[MAX_EDGE:10000]<br />
[ITEMS_HARD]<br />
[ITEMS_METAL]<br />
[ITEMS_BARRED]<br />
[ITEMS_SCALED]}}<br />
<br />
{{category|metals}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=v0.31:Metal&diff=96472v0.31:Metal2010-04-21T02:06:15Z<p>SoyBot: </p>
<hr />
<div>{{av}}<br />
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. <br />
<br />
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.<br />
<br />
==Alloys==<br />
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}). Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen. In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the "Difference" column of the below table.)<br />
<br />
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars). The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.<br />
<br />
<!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --><br />
<br />
For a full chart of recipes for alloys, see {{L|smelting}}.<br />
<br />
== List of metals ==<br />
<br />
===Pure Metals===<br />
<br />
{{DF2010 metal table head}}<br />
<br />
{{DF2010 metal table row|name=Adamantine|color={{Tile|*|#0ff|#008080}}<font color=#090909>3:3:1</font>|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; <br/> Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{DF2010 metal table row|name=Aluminum|color={{Tile|*|#fff|#c0c0c0}}<font color=#090909>7:7:1</font>|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77<br />
}}<br />
<br />
{{DF2010 metal table row|name=Bismuth|color={{Tile|*|#f0f|#800080}}<font color=#090909>5:5:1</font>|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250<br />
}}<br />
<br />
{{DF2010 metal table row|name=Copper|color={{Tile|*|#808000|#800000}}<font color=#090909>6:4:0</font>|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{DF2010 metal table row|name=Gold|color={{Tile|*|#ff0|#808000}}<font color=#090909>6:6:1</font>|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185<br />
}}<br />
<br />
{{DF2010 metal table row|name=Iron|color={{Tile|*|#808080|#c0c0c0}}<font color=#090909>0:7:1</font>|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159<br />
}}<br />
<br />
{{DF2010 metal table row|name=Lead|color={{Tile|*|#808080|#c0c0c0}}<font color=#090909>0:7:1</font>|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179<br />
}}<br />
<br />
{{DF2010 metal table row|name=Nickel|color={{Tile|*|#c0c0c0|#008080}}<font color=#090909>7:3:0</font>|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26<br />
}}<br />
<br />
{{DF2010 metal table row|name=Platinum|color={{Tile|*|#fff|#c0c0c0}}<font color=#090909>7:7:1</font>|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164<br />
}}<br />
<br />
{{DF2010 metal table row|name=Silver|color={{Tile|*|#fff|#c0c0c0}}<font color=#090909>7:7:1</font>|source={{L|Native silver}}, {{L|Horn silver}},<br />{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{DF2010 metal table row|name=Tin|color={{Tile|*|#c0c0c0|#008080}}<font color=#090909>7:3:0</font>|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66<br />
}}<br />
<br />
{{DF2010 metal table row|name=Zinc|color={{Tile|*|#c0c0c0|#008080}}<font color=#090909>7:3:0</font>|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116<br />
}}<br />
<br />
|}<br />
<br />
===Alloys===<br />
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''<br />
{{DF2010 metal table head}}<br />
<br />
{{DF2010 metal table row|name=Billon|color={{Tile|*|#c0c0c0|#008080}}<font color=#090909>7:3:0</font>|source={{L|Copper}} + {{L|Silver}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|*|#ff0|#808000}}<font color=#090909>6:6:1</font>|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200<br />
}}<br />
<br />
{{DF2010 metal table row|name=Black bronze|color={{Tile|*|#800080|#808000}}<font color=#090909>5:6:0</font>|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{DF2010 metal table row|name=Brass|color={{Tile|*|#ff0|#808000}}<font color=#090909>6:6:1</font>|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200<br />
}}<br />
<br />
{{DF2010 metal table row|name=Bronze|color={{Tile|*|#808000|#800000}}<font color=#090909>6:4:0</font>|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200<br />
}}<br />
<br />
{{DF2010 metal table row|name=Electrum|color={{Tile|*|#ff0|#808000}}<font color=#090909>6:6:1</font>|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185<br />
}}<br />
<br />
{{DF2010 metal table row|name=Fine pewter|color={{Tile|*|#fff|#c0c0c0}}<font color=#090909>7:7:1</font>|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66<br />
}}<br />
<br />
{{DF2010 metal table row|name=Lay pewter|color={{Tile|*|#008080|#c0c0c0}}<font color=#090909>3:7:0</font>|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66<br />
}}<br />
<br />
{{DF2010 metal table row|name=Nickel silver|color={{Tile|*|#fff|#c0c0c0}}<font color=#090909>7:7:1</font>|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26<br />
}}<br />
<br />
{{DF2010 metal table row|name=Pig iron|color={{Tile|*|#808080|#c0c0c0}}<font color=#090909>0:7:1</font>|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159<br />
}}<br />
<br />
{{DF2010 metal table row|name=Rose gold|color={{Tile|*|#f0f|#800080}}<font color=#090909>5:5:1</font>|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185<br />
}}<br />
<br />
{{DF2010 metal table row|name=Steel|color={{Tile|*|#808080|#c0c0c0}}<font color=#090909>0:7:1</font>|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500<br />
}}<br />
<br />
{{DF2010 metal table row|name=Sterling silver|color={{Tile|*|#fff|#c0c0c0}}<font color=#090909>7:7:1</font>|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|*|#c0c0c0|#008080}}<font color=#090909>7:3:0</font>|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66<br />
}}<br />
<br />
|}<br />
''Legend:''<br />
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.<br />
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation. See the article for that alloy or {{L|smelting}} for possible alternatives.<br />
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.<br />
:*'''Density''' is used to determine the different weight of finished objects.<br />
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.<br />
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.<br />
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. "+0" indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ. Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.<br />
<br />
== Weapon & Armor Quality ==<br />
<br />
{{DF2010 material metal table head}}<br />
<br />
{{DF2010 material metal table row|name=Adamantine|color={{Tile|*|#0ff|#008080}}<font color=#F9F9F9>3:3:1</font>|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; <br/> Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{DF2010 material metal table row|name=Steel|color={{Tile|*|#808080|#c0c0c0}}<font color=#F9F9F9>0:7:1</font>|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500<br />
}}<br />
<br />
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|*|#ff0|#808000}}<font color=#F9F9F9>6:6:1</font>|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200<br />
}}<br />
<br />
{{DF2010 material metal table row|name=Bronze|color={{Tile|*|#808000|#800000}}<font color=#F9F9F9>6:4:0</font>|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200<br />
}}<br />
<br />
{{DF2010 material metal table row|name=Iron|color={{Tile|*|#808080|#c0c0c0}}<font color=#F9F9F9>0:7:1</font>|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159<br />
}}<br />
<br />
{{DF2010 material metal table row|name=Copper|color={{Tile|*|#808000|#800000}}<font color=#F9F9F9>6:4:0</font>|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
<br />
<br />
{{DF2010 material metal table row|name=Silver|color={{Tile|*|#fff|#c0c0c0}}<font color=#F9F9F9>7:7:1</font>|source={{L|Native silver}}, {{L|Horn silver}},<br />{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
<br />
|}<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.<br />
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>9</sup> (i.e., GPa).<br />
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>9</sup> (i.e., GPa).<br />
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>6</sup> (i.e., MPa).<br />
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>6</sup> (i.e., MPa).<br />
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
<br />
'''Preliminary Analysis'''<br />
<br />
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).<br />
<br />
{{Category|Metals}}{{Category|Materials}}</div>SoyBothttps://dwarffortresswiki.org/index.php?title=v0.31:Lay_pewter&diff=96471v0.31:Lay pewter2010-04-21T02:06:13Z<p>SoyBot: </p>
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<div>{{av}}<br />
{{human}}<br />
{{Alloy3|name=Lay pewter|color=#088|bgcolor=#CCC|color1=#CCC|color2=#880|color3=#888<br />
|uses=<br />
* {{L|Crafts|Metal crafting}}<br />
|recipe=<br />
* 2 {{L|Tin}} {{L|bar}}s<br />
* 1 {{L|Copper}} {{L|bar}}<br />
* 1 {{L|Lead}} {{L|bar}}<br />
|properties=<br />
* {{L|Material value}} 3<br />
}}<br />
<br />
'''Lay pewter''' is an {{L|alloy}} that cannot be smelted directly from {{L|ore}}; it can only be created from {{L|bar}}s of metal, at a {{L|smelter}}, using the following recipe:<br />
<br />
*2 {{L|Tin}} {{L|bar}}s + 1 {{L|Copper}} bar + 1 {{L|Lead}} bar<br />
<br />
Lay pewter has a base value of 3, which would make it preferable over its ingredient metals for creating objects of {{L|value}}, since all of its ingredients have a value of only 2. However, with the same ingredients (in a different formula) you get more value from making {{L|trifle pewter}} and using lead as-is (separately). Technically ''(i.e. "in real life")'', lay pewter is trifle pewter that has been cut with {{L|lead}}; it is less valuable, but you get more of it. <br />
<br />
Lay pewter is notable for producing bars, furniture and crafts that appear in-game as teal-colored, a color shared only by clear glass.<br />
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{{category|metals}}</div>SoyBot