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  • ...ore about the military and how it works in ''Dwarf Fortress'', go to the [[DF2014:Military]] article. ! Side & Creature !! Number !! Skills !! Items
    48 KB (7,288 words) - 16:45, 18 March 2020
  • | [[DF2014:Release information/0.47.05|0.47.05]] || 2021-01-28 | [[DF2014:Release information/0.47.04|0.47.04]] || 2020-02-29
    25 KB (3,070 words) - 13:35, 17 April 2024
  • ...start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing. ...gin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civi
    32 KB (5,212 words) - 18:22, 17 April 2024
  • ...start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing. ...gin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civi
    31 KB (5,165 words) - 02:51, 20 December 2022
  • ===Skills=== ===Skills===
    22 KB (3,752 words) - 00:53, 14 October 2023
  • You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a ...ng party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value.
    33 KB (5,542 words) - 03:21, 20 December 2022
  • '''Combat skills''' are a collection of different but interrelated [[skill]]s that, without == General combat skills==
    8 KB (1,339 words) - 03:16, 20 December 2022
  • '''Combat skills''' are a collection of different but interrelated [[skill]]s that, without == General combat skills==
    8 KB (1,336 words) - 04:53, 19 January 2024
  • ...en better alternative to coins than just simple cut gems, depending on the skills of your character. === How do I increase my skills and attributes? ===
    22 KB (3,745 words) - 00:18, 21 December 2022
  • ...en better alternative to coins than just simple cut gems, depending on the skills of your character. === How do I increase my skills and attributes? ===
    22 KB (3,743 words) - 02:51, 20 December 2022
  • ==Weapons and skills== ===Skills===
    18 KB (2,893 words) - 00:47, 21 December 2022
  • ==Weapons and skills== ===Skills===
    18 KB (2,893 words) - 03:58, 20 December 2022
  • ...nage to block attacks with them). Second, it helped keep your [[doctor]]s' skills from rusting, and your [[coffin]] makers busy. ...t]], because they required next to no effort to build your dwarves' combat skills to legendary.{{bug|3855}}
    15 KB (2,534 words) - 21:07, 1 February 2023
  • ...nage to block attacks with them). Second, it helped keep your [[doctor]]s' skills from rusting, and your [[coffin]] makers busy. ...t]], because they required next to no effort to build your dwarves' combat skills to legendary.{{bug|3855}}
    15 KB (2,533 words) - 03:18, 20 December 2022
  • ...who observe their work. Performers can take apprentices and pass on their skills to them.{{verify}} The performance skills are:
    4 KB (640 words) - 22:03, 26 January 2024
  • ...who observe their work. Performers can take apprentices and pass on their skills to them.{{verify}} The performance skills are:
    4 KB (648 words) - 03:48, 20 December 2022
  • == 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
  • ...] 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 (16,380 words) - 19:18, 14 November 2023
  • * [[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
  • ...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
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  • ...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}}
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  • ...adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse is
    28 KB (4,610 words) - 03:16, 20 December 2022
  • ...adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse is
    28 KB (4,740 words) - 05:27, 14 May 2024
  • * [[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
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  • ...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 18 years old, the in-game trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])
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  • ...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 ...Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwa
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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 (12,872 words) - 12:17, 3 April 2024
  • 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
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  • {{DF2014:Topic/table/astronomy}} ! scope="col" style="width: 25%;" | Skills used in research
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  • {{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 (2,976 words) - 02:58, 19 October 2023
  • {{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 (14,678 words) - 18:35, 8 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
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  • ...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]])
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  • {{DF2014:Topic/table/philosophy}} {{DF2014:topic/table/mathematics}}
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  • ...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}}
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  • ...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
  • ...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 (3,629 words) - 10:02, 28 April 2024
  • {{DF2014:Topic/table/philosophy}} {{DF2014:topic/table/mathematics}}
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  • Dwarves no longer go on breaks as of [[DF2014:Release information/0.42.01|version 0.42.01]], with them being replaced by
    2 KB (293 words) - 03:46, 20 December 2022
  • ...es}}]] articles about '''v{{current/version}}'''<br />Previous versions: [[DF2014:Main Page|v0.47]] / [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[Skills]]
    9 KB (1,127 words) - 14:56, 3 February 2024
  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}
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  • {{DF2014:topic/table/engineering}} {{Skills}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • ...implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[DF2014:Dwarf#Community_outlook|some have said]], the kind of being that's prone to
    18 KB (2,871 words) - 03:24, 1 May 2024
  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{DF2014:Item quality/Table}} Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks
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  • Parties have been removed as of [[DF2014:Release information/0.42.01|version 0.42.01]], replaced by socialization wh
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  • {{DF2014:Topic/table/history}} {{Skills}}
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  • {{DF2014:Topic/table/mathematics}} {{Skills}}
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  • {{DF2014:Topic/table/chemistry}} {{Skills}}
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  • Building constructions has been relegated to its own labor in DF2014 and no longer requires labors related to the building materials, which make {{Skills}}
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  • Parties have been removed as of [[DF2014:Release information/0.42.01|version 0.42.01]], replaced by socialization wh
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  • {{DF2014:Topic/table/chemistry}} {{Skills}}
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  • {{DF2014:Topic/table/geography}} {{Skills}}
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  • {{DF2014:topic/table/engineering}} {{Skills}}
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  • {{catbox|DF2014:Mount}} ...esn't level up while sneaking on a mount, instead it trains up the mount's skills (assuming they [[Learning|CAN_LEARN]]).
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  • {{DF2014:topic/table/engineering}} {{Skills}}
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  • {{DF2014:Topic/table/mathematics}} {{Skills}}
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  • :* [[Skill token]]s reference skills. {{catbox|DF2014:Tokens}}
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  • ...etter focus leads to better results from work--essentially, a boost to all skills. Distraction is the opposite--an unfocused dwarf may become sloppy in their [[Category:DF2014:Dwarves]]
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  • The same as the "Play Now!" embark, but without any skills assigned to the dwarves and without the cat and dog pets added. === DF2014 Disciplined Embark Profiles r3 (clinodev) ===
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  • {{DF2014:topic/table/engineering}} {{Skills}}
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  • ...4:Book#Secrets|book]]. If you decide to attack the tower, very high combat skills will be required to survive the zombie guards, and the necromancers themsel
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  • {{DF2014:Topic/table/nature}} {{skills}}
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  • ...ured weapons]], which are items used (along with [[armor]]) by [[:Category:DF2014:Humanoids|sentient]] [[creature]]s to improve their ability to attack and d
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  • ...{{verify|Vague. Is it Militia commander specific skill or of many military skills that are useful for any soldier?}}
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  • ...nd thus the labor is filed under Farming/''Related'' labor menu, and not [[DF2014:Furnace operator|furnace operating]]. {{Skills}}
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  • ...world generation. Note that using a kiln to Collect Clay requires the [[DF2014:Hauling|Item Hauling]] labor, and not pottery. {{Skills}}
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  • ...ed to be trainable, the fact they are intelligent creatures will lead to [[DF2014:Animal_trainer#Taming_intelligent_creatures|strange behavior]]). They are i
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  • ...4:Book#Secrets|book]]. If you decide to attack the tower, very high combat skills will be required to survive the zombie guards, and the necromancers themsel
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  • ...world generation. Note that using a kiln to Collect Clay requires the [[DF2014:Hauling|Item Hauling]] labor, and not pottery. {{Skills}}
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  • The same as the "Play Now!" embark, but without any skills assigned to the dwarves and without the cat and dog pets added. === DF2014 Disciplined Embark Profiles r3 (clinodev) ===
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • #REDIRECT [[DF2014:Strange mood#Skills and workshops]]
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  • {{DF2014:topic/table/engineering}} {{Skills}}
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  • {{catbox|DF2014:Mount}} ...esn't level up while sneaking on a mount, instead it trains up the mount's skills (assuming they [[Learning|CAN_LEARN]]).
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  • ...arven civilizations, on the other hand, may send diplomats once you have [[DF2014:Civilization|contacted]] them with your own diplomats, behaving similarly t ...luding your noble's [[Room#Quality|office quality]], happiness, and social skills. Maximizing each of these can allow your noble to talk the elves into letti
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  • ...ntity_default.txt}}. They cannot start with picks or axes, nor many of the skills needed to found a 'fortress' besides mining. While they can start with the {{gamedata|title=Entity ([[civilization]]) raws|{{raw|DF2014:entity_default.txt|ENTITY|SKULKING}}}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{DF2014:Topic/table/history}} {{Skills}}
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  • {{DF2014:topic/table/engineering}} {{Skills}}
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  • {{DF2014:Topic/table/nature}} {{skills}}
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  • {{DF2014:Topic/table/nature}} {{skills}}
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  • ...ured weapons]], which are items used (along with [[armor]]) by [[:Category:DF2014:Humanoids|sentient]] [[creature]]s to improve their ability to attack and d
    3 KB (440 words) - 03:45, 20 December 2022
  • ...ed to be trainable, the fact they are intelligent creatures will lead to [[DF2014:Animal_trainer#Taming_intelligent_creatures|strange behavior]]). They are i
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  • #REDIRECT [[DF2014:Social skill#Broker skills]]
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  • Dwarves no longer go on breaks as of [[DF2014:Release information/0.42.01|version 0.42.01]], with them being replaced by
    2 KB (293 words) - 06:36, 8 February 2023
  • {{DF2014:Topic/table/geography}} {{Skills}}
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  • {{DF2014:Topic/table/nature}} {{skills}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • {{DF2014:Topic/table/medicine}} {{skills}}
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  • ...nd thus the labor is filed under Farming/''Related'' labor menu, and not [[DF2014:Furnace operator|furnace operating]]. {{Skills}}
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  • ...dwarven civilizations on the other hand may send diplomats once you have [[DF2014:Civilization|contacted]] them with your own diplomats. They behave similarl ...luding your noble's [[Room#Quality|office quality]], happiness, and social skills. Maximizing each of these can allow your noble to talk the elves into letti
    8 KB (1,235 words) - 03:19, 20 December 2022
  • ...{{verify|Vague. Is it Militia commander specific skill or of many military skills that are useful for any soldier?}}
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