v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search
  • ...most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ ...them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can
    40 KB (6,140 words) - 15:47, 7 September 2023
  • ...most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ ...them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can
    40 KB (6,135 words) - 12:05, 10 January 2023
  • ...on of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are ===New Races===
    21 KB (3,661 words) - 20:14, 17 June 2019
  • ...ything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses." ...d game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
    84 KB (14,686 words) - 13:21, 3 December 2023
  • ...at permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[for ...d [[humans]], however, elves' conflicting view on nature compared to other races, can create tension between them and their erstwhile allies. Elves often pr
    18 KB (2,871 words) - 03:24, 1 May 2024
  • ...or adventure mode, for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fo ...ce]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better i
    43 KB (7,415 words) - 07:36, 17 May 2023
  • ...e]]s who live in [[Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [ ...ering the value of your trade goods - such goods should be traded to other races instead.
    6 KB (1,093 words) - 12:45, 5 November 2020
  • However, it is not just these races that have suffered. The entombing of Armok into Empyreon destroyed much of === Races ===
    26 KB (4,423 words) - 20:49, 23 June 2017
  • ...or adventure mode, for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fo ...ce]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better i
    43 KB (7,414 words) - 02:51, 20 December 2022
  • ...ract with. They come in all shapes and sizes, and range from the civilized races like [[dwarf|Dwarves]] to evil monsters like [[giant cave spider|giant cave ====Main Races====<!--
    40 KB (5,653 words) - 13:54, 26 February 2021
  • ==Races== * Trade with (or murder) other races for non-dwarfy weapons like daggers, bows, scimitars and whips to increase
    49 KB (8,248 words) - 16:33, 26 July 2021
  • ...how you want. You can turn features on or off. The mod itself adds over 20 races, 45 buildings, hundreds of reactions, 300 plant/trees, 200 creatures, 100 w Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects o
    10 KB (1,481 words) - 21:14, 6 February 2014
  • ...ces in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a ...9. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.
    10 KB (1,524 words) - 03:39, 20 December 2022
  • ...ything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses." ...ed game this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
    68 KB (11,828 words) - 13:20, 3 December 2023
  • The fact that kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer. Unlike other races, there are two large stereotypes associated with the kobolds by players: so
    13 KB (2,057 words) - 04:45, 28 April 2024
  • ====Main races==== ...re intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits
    145 KB (21,226 words) - 18:48, 5 May 2024
  • ==Races== ...ety of weapons in your stockpiles (including any exotic weapons from other races) so your soldiers have plenty to choose from. Periodically switch out your
    71 KB (11,875 words) - 16:34, 26 July 2021
  • ...ves, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[si ...the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means t
    32 KB (5,212 words) - 18:22, 17 April 2024
  • ...is considered acceptable. Human [[Personality trait|values]], unlike other races', are randomized in every world generation, so as to fit with the common th Out of the five main races in the game, humans tend to be mostly ignored by players, largely due to th
    6 KB (1,033 words) - 07:41, 25 March 2024
  • ...cally [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the ...]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, b
    13 KB (2,046 words) - 00:56, 11 January 2024
  • ...carry risk due to the inherent differences between your dwarves and other races. There are some things to watch out for: *If a visitor happens to be from one of the various [[animal people]] races, some traits carried over from the animal species can be... interesting. So
    7 KB (1,099 words) - 03:14, 20 December 2022
  • ==Races== ...earth as soon as possible. "The Upland" is a dangerous place full of dumb races. Go outside only due to extreme necessity.
    85 KB (14,135 words) - 16:52, 7 May 2024
  • ...seized goods. Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) u === Races ===
    20 KB (3,314 words) - 00:16, 6 September 2021
  • ==Races== ...earth as soon as possible. "The Upland" is a dangerous place full of dumb races. Go outside only due to extreme necessity.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ...carry risk due to the inherent differences between your dwarves and other races. There are some things to watch out for: *If a visitor happens to be from one of the various [[animal people]] races, some traits carried over from the animal species can be... interesting. So
    7 KB (1,096 words) - 00:23, 21 December 2022
  • ====Main races==== Intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society many have turned to [[Bandits|
    142 KB (20,073 words) - 03:17, 20 December 2022
  • The fact that kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer. Unlike other races, there are two large stereotypes associated with the kobolds by players: so
    12 KB (1,969 words) - 03:37, 20 December 2022
  • ...seized goods. Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) u === Races ===
    13 KB (2,117 words) - 00:14, 6 September 2021
  • ...s, and humans - adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[si ...the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means t
    31 KB (5,165 words) - 02:51, 20 December 2022
  • ...it's a good place for new people to start out. You may wish to look at the races' pages for the finer details. More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a s
    74 KB (13,058 words) - 16:34, 13 October 2021
  • ...is considered acceptable. Human [[Personality trait|values]], unlike other races', are randomized in every world generation, so as to fit with the common th Out of the five main races in the game, humans tend to be mostly ignored by players, largely due to th
    7 KB (1,112 words) - 21:25, 24 April 2024
  • ==Races== ...ety of weapons in your stockpiles (including any exotic weapons from other races) so your soldiers have plenty to choose from. Periodically switch out your
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; thes *Different races will favor different styles of attack during sieges. The following attack s
    15 KB (2,568 words) - 14:36, 30 April 2024
  • == Unlock playable races == ...t standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from th
    7 KB (1,229 words) - 03:34, 20 December 2022
  • ...a clean install (modbase incompatible for some reason). It introduces new races, creatures, materials, and even a few plants and drinks. There's also somew This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals.
    10 KB (1,611 words) - 11:06, 16 January 2022
  • ...your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s (who never go beyond ambushes) and subte *Different races will favor different styles of attack during sieges. The following attack s
    15 KB (2,541 words) - 03:56, 20 December 2022
  • ...overed the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: Doing this for all races with massive population amounts in your world will ensure that towers and,
    39 KB (6,270 words) - 06:58, 25 April 2024
  • ...generally be low-quality, except in the case of warlords, mercenaries, or races that particularly [[Ethics|value craftsmanship]], like humans or other dwar ...n't necessarily homogeneous, either. A siege might include allies or other races who live alongside your enemies. Angering a human city might mean you're at
    13 KB (2,048 words) - 14:30, 15 December 2023
  • ...oid]] [[creature]]s that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood ...Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plant]]s (for example, humans ha
    6 KB (999 words) - 13:05, 5 November 2020
  • ...overed the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: Doing this for all races with massive population amounts in your world will ensure that towers, and,
    37 KB (6,081 words) - 22:22, 28 November 2023
  • == Unlock playable races == ...t standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from th
    7 KB (1,231 words) - 00:34, 21 December 2022
  • '''Amphibian men''' are one of the many underworld tribal [[Creature|races]] of [[animal people]], and can be found on any [[cavern]] level milling ar Like many underground races, the danger of amphibian men is not to be found in their wooden weapons, bu
    2 KB (290 words) - 02:52, 20 December 2022
  • ...reature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. ...nly works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmoun
    40 KB (5,917 words) - 22:41, 3 September 2021
  • ...Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on The other file is my own set of other other races which is a bit boring right now.
    10 KB (1,538 words) - 05:12, 20 June 2023
  • ...ions of the [[cave fish]] and one of the many underworld tribal [[Creature|races]] of [[animal people]], living on any [[cavern]] level milling around piles Like many underground races, the danger of cave fish men is not to be found in their [[wood]]en [[weapo
    2 KB (315 words) - 03:13, 20 December 2022
  • ...the other races of Vilous took their time to expand and evolve from simple races into full civilizations. The southern Sergals no longer enslaved and oppres
    6 KB (890 words) - 12:19, 8 July 2014
  • ...on|race]] of [[Dwarf Fortress mode|Fortress Mode]] and are also one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wea Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they
    4 KB (625 words) - 12:40, 5 November 2020
  • '''Serpent men''' are one of the many underworld tribal [[Creature|races]] of [[animal people]], living on any [[cavern]] level milling around piles Like many underground races, the danger of serpent men is not to be found in their [[wood]]en [[weapon]
    3 KB (395 words) - 03:56, 20 December 2022
  • These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in [[Dwar ...h trade or looting. [[Elf|Elves]] construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign
    22 KB (2,920 words) - 18:20, 26 July 2021
  • ==== Playable Races ==== <small>†: Most races have no castes beyond the typical male and female with the default 50/50 po
    34 KB (3,946 words) - 11:55, 5 December 2023

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)