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  • ...ct; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}} ...ting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate. ...ol a single character in a turn-based manner rather than manage a group of creatures acting in real time.
    84 KB (14,686 words) - 13:21, 3 December 2023
  • surprised by the ferocity of You may think you have proved your mettle by smiting lesser foes. Now is the true test of your herohood.
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ...ffect that a poor, hapless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They generally caus | Being bitten by an [[adder]], [[giant adder]] or [[adder man]]
    30 KB (4,766 words) - 17:29, 1 October 2018
  • ...ry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this. Dwarves, along with all standard creatures, move at [SPEED:900] by default.
    40 KB (5,447 words) - 22:14, 26 July 2021
  • ..., age and date of birth, physical descriptors (and [[wound]]s), physical [[attribute]]s, [[preference]]s, mental attributes, and [[personality trait]]s, in that ...ell other creatures fight. Physical characteristics are heavily influenced by dwarven [[genetics]].
    6 KB (965 words) - 18:40, 8 July 2013
  • In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your for ...is a useless or redundant opening, seal it off, one way or another. (Some creatures can destroy [[door]]s if they can reach them, but [[bridge|drawbridges]] ar
    47 KB (7,991 words) - 16:28, 26 July 2021
  • ...[[Pump operator|pump operating]] for your reservists. The fastest raising attribute from pump operating is endurance and you can expect over 300 from training *Provides a good set of physical [[attribute]]s likely to speed up fortress operation
    23 KB (3,688 words) - 22:41, 8 April 2014
  • This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adven ...gin with bronze, iron, or silver weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and onl
    24 KB (4,160 words) - 19:28, 25 April 2016
  • *Physical [[attribute]]s See [[cross-training]] for suggestions on various attribute training plans.
    12 KB (1,819 words) - 15:04, 7 July 2014
  • ...gic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies o ...being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitiv
    8 KB (1,393 words) - 13:17, 21 June 2014
  • Creature logic is a form of dwarven [[computing]] that functions by taking advantage of creature's natural [[path]]-finding goals to trigger pr * Creature logic doesn't need anything but creatures to send or receive signals. There's no need to translate signals as with [
    19 KB (3,049 words) - 22:40, 8 April 2014
  • ...s [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a ...of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.
    47 KB (7,730 words) - 19:15, 16 November 2014
  • ...n take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, ...mancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:
    16 KB (2,695 words) - 21:56, 30 June 2014
  • ...grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwar ...re (though they reach full size in only 5 years). Upon reaching adulthood, creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared
    6 KB (886 words) - 04:45, 12 August 2013
  • ...}{{Tile|\|2:1}}{{Tile|||2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch betwee ...tifact, or, for merchants, failure to leave the fortress. Stark raving mad creatures move erratically around while randomly removing and dropping articles of cl
    9 KB (1,434 words) - 17:32, 1 May 2014
  • ...on. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. Finally, some people do things sole ...rtress [[thought|happiness]] if their work is readily available to be seen by other dwarves. Items which typically contribute to happiness are common pub
    48 KB (8,169 words) - 21:16, 5 August 2014
  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file.'' ...s that someone else can generate exactly the same world that you generated by entering the same seed value that you used.
    71 KB (11,322 words) - 02:54, 7 March 2022
  • ...ot rust to a lower level. Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also ...pose as [[deity|gods]], while they tend to take over goblin civilizations by force.
    12 KB (1,920 words) - 02:44, 30 December 2014
  • '''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[wat ...e default speed on land. A creature's effective swimming speed is modified by its Swimmer skill level; a legendary swimmer may be ''faster'' in water tha
    9 KB (1,375 words) - 22:59, 21 March 2016

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