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  • == Skills and Equipment == ...his point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey
    94 KB (16,288 words) - 19:50, 3 January 2023
  • == Adventure Mode Performances and performance skills and taverns== ...ted the skills section with the new crafting skill and all the performance skills
    10 KB (1,526 words) - 16:08, 21 June 2020
  • ...] one, which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing ...at early and from a safe distance, but until you have walls you need melee skills for when anything gets up close and personal. I'd just go Armor User 5 (or
    16 KB (2,669 words) - 03:54, 20 December 2022
  • ...] one, which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing ...at early and from a safe distance, but until you have walls you need melee skills for when anything gets up close and personal. I'd just go Armor User 5 (or
    16 KB (2,671 words) - 16:14, 22 December 2022
  • ...s/he sees romance as one of the highest ideals". (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]''). | −10 to +10 || does not really value skills related to fighting
    59 KB (8,766 words) - 16:11, 16 December 2023
  • ...s/he sees romance as one of the highest ideals". (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]''). | −10 to +10 || does not really value skills related to fighting
    60 KB (8,847 words) - 18:39, 21 April 2024
  • == Skills and Equipment == ...his point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...on, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and perhaps, [[animals]] to bring along. After pr ...a fortress, you must choose the embark location in the world, then assign skills and supplies to the seven dwarves on the expedition team you will embark wi
    26 KB (4,340 words) - 03:20, 20 December 2022
  • This screen shows your skills, attributes, wounded body parts, health (along with more detailed descripti ...he enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] at
    50 KB (8,736 words) - 18:42, 14 April 2024
  • This screen shows your skills, attributes, wounded body parts, health (along with more detailed descripti ...he enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] at
    50 KB (8,737 words) - 02:51, 20 December 2022
  • ...on, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and perhaps, [[animals]] to bring along. After pr ...a fortress, you must choose the embark location in the world, then assign skills and supplies to the seven dwarves on the expedition team you will embark wi
    24 KB (4,039 words) - 19:59, 19 February 2024
  • ...tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split ...crack squad of dwarves spar and demonstrate there to train up the military skills of your dwarven children
    100 KB (16,394 words) - 09:01, 21 May 2024
  • * [[Category:DF2014:Modding Examples]] * Development: [[DF2014:Release information|Release information]] • [[Main:Dwarf_Fortress_Talk|De
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...vival of the fortress.The colony's [[supplies]], [[domestic animals]], and skills can be customised, but each dwarf's [[mental attributes|mental]] and [[phys ...rking, farming-related and crafts-making; there are further combat-related skills. They are categorized further, such as [[leatherworking]], [[butchery]], [[
    34 KB (5,290 words) - 18:36, 29 August 2023
  • And since "[[DF2014:Farming#Yield_and_fertilization|fertilzing]]" sees a cutpoint at "size 3" a ...-indulgers or quitters. Very diff than before, switching several secondary skills, both in choice and pairing.
    27 KB (4,471 words) - 04:28, 27 June 2020
  • ...will be a specific amount of werebeasts roaming the lands, depending on [[DF2014:Advanced_world_generation#Number_of_Werebeast_Curse_Types| the world's sett ...ell as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at "dabbling" level. Additionally, they can [[Amphibious|breathe un
    45 KB (6,508 words) - 19:39, 12 May 2024
  • ...ign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and {{DF2014:Item quality/Table}}
    60 KB (8,739 words) - 05:12, 7 January 2024
  • ...ign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and {{DF2014:Item quality/Table}}
    56 KB (8,131 words) - 13:05, 6 January 2024
  • ...tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split * DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you <s>bought</s> seized from elves.
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...ust as skills normally do, and thus act as a replacement for the earlier [[DF2014:alchemy|alchemy]] skill. {{Skills}}
    578 bytes (80 words) - 14:07, 7 January 2023

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