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  • This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will * [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen "Cookbook" Thread]
    82 KB (13,016 words) - 08:47, 21 January 2023
  • {{catbox|DF2014:Learns}} ...IGENT}}. Creatures with <code>[CAN_LEARN]</code> will improve their social skills when standing near other members of their own species, but not when standin
    3 KB (436 words) - 00:35, 21 December 2022
  • {{DF2014:Topic/table/astronomy}} ! scope="col" style="width: 25%;" | Skills used in research
    2 KB (180 words) - 03:07, 20 December 2022
  • {{DF2014:Topic/table/astronomy}} ! scope="col" style="width: 25%;" | Skills used in research
    1 KB (177 words) - 00:19, 21 December 2022
  • * [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straight A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects suc
    18 KB (3,021 words) - 16:30, 27 May 2024
  • {{DF2014:Item quality/Table}} ...al and quality only matter for bashing attacks and do not affect blocking. Skills rolls are 1d(blockchance) + 2d(skill*15), so skill matters more than blockc
    92 KB (14,688 words) - 17:49, 23 May 2024
  • {{catbox|DF2014:Learns}} ...IGENT}}. Creatures with <code>[CAN_LEARN]</code> will improve their social skills when standing near other members of their own species, but not when standin
    3 KB (434 words) - 03:38, 20 December 2022
  • As wealth and items are created or lost, (e.g. by dwarves, or [[DF2014:Steals_drink| thieves]], drinking up all your booze), the records will grad {{Skills}}
    2 KB (241 words) - 00:43, 21 December 2022
  • As wealth and items are created or lost, (e.g. by dwarves, or [[DF2014:Steals_drink| thieves]], drinking up all your booze), the records will grad {{Skills}}
    2 KB (241 words) - 03:52, 20 December 2022
  • ...ot wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without ...aling all injuries that could heal over time. An adventurer with higher [[DF2014:Attribute#Recuperation|recuperation]] will heal faster than others. Some w
    18 KB (3,071 words) - 04:09, 20 December 2022
  • ...eness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the mini Adding the token [[DF2014:Material_definition_token#DISPLAY_COLOR|DISPLAY_COLOR]] directly after [USE
    71 KB (11,124 words) - 22:51, 28 April 2024
  • You may also acquire non-dwarven citizens in some special cases, [[DF2014:Citizenship#Risks_and_benefits_of_non-dwarven_citizens|detailed below]]. ...an turn ''any'' sentient creature into a citizen of your fort. [[:Category:DF2014:Learns|The possibilities are limitless]]. This may have side effects though
    7 KB (1,099 words) - 03:14, 20 December 2022
  • ...will cause them to "not feel anything". However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the ...ven after becoming 12 years old, the in-game trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])
    17 KB (2,544 words) - 03:35, 20 December 2022
  • {{DF2014:Topic/table/philosophy}} {{DF2014:topic/table/mathematics}}
    414 bytes (45 words) - 00:36, 21 December 2022
  • ...tal || 10 || M, meat || Insane physical power. Approaches moderate social skills. Ability to self-regenerate. 8 arms. Utility worms are [[DF2014:Grazer|grazers]], and must periodically consume [[Modification:The_Long_Nig
    34 KB (3,946 words) - 11:55, 5 December 2023
  • You may also acquire non-dwarven citizens in some special cases, [[DF2014:Citizenship#Risks_and_benefits_of_non-dwarven_citizens|detailed below]]. ...an turn ''any'' sentient creature into a citizen of your fort. [[:Category:DF2014:Learns|The possibilities are limitless]]. This may have side effects though
    7 KB (1,096 words) - 00:23, 21 December 2022
  • ...ot wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler, biter, and/or kicker (if ...aling all injuries that could heal over time. An adventurer with higher [[DF2014:Attribute#Recuperation|recuperation]] will heal faster than others. Some w
    19 KB (3,127 words) - 11:07, 1 May 2024
  • ...e:85%; padding-left:2px;">[[Special:Statistics|{{Template:NUMBEROFARTICLES|DF2014}}]] articles about '''v0.47.05''' {{Main page progress bar|DF2014}}
    8 KB (1,049 words) - 16:30, 13 November 2023
  • ...turn into several, which then each begin to summon wild animals such as [[DF2014:Tiger|tigers]]. More research needs to be done on the exact limitations of ...ging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become
    25 KB (3,597 words) - 03:10, 20 December 2022
  • ...its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]]. {{Skills}}
    18 KB (3,099 words) - 03:25, 20 December 2022

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