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  • ...re possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civili ...tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. Related to Core67.
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.
    9 KB (1,378 words) - 03:11, 20 December 2022
  • ** Most other traps are more effective than stone-fall traps.
    12 KB (1,914 words) - 04:00, 20 December 2022
  • ...esign uses a 7 by 8 by 3 Z-level footprint, and was used for upright spike traps. It was originally posted [http://www.bay12forums.com/smf/index.php?topic=1 # Hook the pressure plate up to the focus of the repeater (spike traps, danger room, bridge, etc).
    14 KB (2,068 words) - 03:53, 20 December 2022
  • ...lled military dwarves. Make an arena design with dropping bridges and cage traps to stop the fight if it is going badly for your dwarf. While this requires ...er and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.
    10 KB (1,624 words) - 03:39, 20 December 2022
  • ...tures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. U
    11 KB (1,758 words) - 04:01, 20 December 2022
  • Giant cave toads can be captured with [[cage]] traps and [[Animal trainer|trained]] into valuable pets. If a breeding pair is ob
    2 KB (324 words) - 03:26, 20 December 2022
  • 5 KB (810 words) - 22:20, 17 January 2023
  • ...any trapping on a map that has them, you should make only [[metal]] animal traps and discard all others.
    1 KB (199 words) - 03:33, 20 December 2022
  • ...for traps. Useful for populating entire hallways with weapon or stone-fall traps.
    18 KB (3,003 words) - 03:40, 20 December 2022
  • *[[Trapper|Trapping]] – Animal Traps.
    4 KB (569 words) - 04:19, 26 December 2022
  • ...seful for [[kobold]]s and [[gremlin]]s, as all other creatures which avoid traps are also immune to being knocked unconscious.
    11 KB (1,762 words) - 03:13, 20 December 2022
  • Traps/Levers Empty Animal Traps
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...hide the trap, but still allow the cage to be seen after trigger. Weapon traps need all their weapons and the mechanisms hidden to disappear.
    1 KB (264 words) - 03:33, 20 December 2022
  • ...[[pet]]s. Due to their thieving disposition, food stockpiles surrounded by traps can be used as bait for them, and many can potentially be captured in a sin
    2 KB (349 words) - 03:40, 20 December 2022
  • 26 KB (4,340 words) - 03:20, 20 December 2022
  • ...cheap exotic [[pet]]s. Being food thieves, a food stockpile surrounded by traps can be used as bait to capture them. They give equivalent returns to a norm
    2 KB (358 words) - 03:34, 20 December 2022
  • ...this to NO if you do not want traps to affect you in adventure mode. Cage traps are always disabled for now.
    13 KB (2,206 words) - 09:25, 2 October 2020
  • ...ppy [[thought]]s to passing dwarves. Skill is also gained by loading cage traps, and by completing linking tasks.
    2 KB (237 words) - 03:42, 20 December 2022
  • ...t on the floor. It is recommended to raise your [[observer]] skill to spot traps before walking on one and triggering it. Loot, such as weapons, clothes, an
    4 KB (673 words) - 04:03, 20 December 2022

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