Source index
Every displayed atlas node mapped to its Dwarf Fortress Wiki references and evidence labels.
Target: Dwarf Fortress 53.16 (released August 5, 2026). Research checked September 19, 2026. Main source: the Dwarf Fortress Wiki; the release version was cross-checked against Bay 12 Games.
Each diagram lists its node IDs and article references. The article register below resolves every reference. In the viewer, click a node to see its sources and every panel containing it. Each .mmd also identifies the sources for every numbered edge; systems-data.json preserves node-level and edge-level claims, status and notes.
Evidence labels: current = documented in the current wiki namespace; current-migrated = the current page retains inherited text or a migration warning; current-conflicted = a release correction or contradiction was resolved as explained. Older-only inference and unresolved claims are separately styled in the diagrams. Current documentation is not an independent runtime verification.
Diagram and node mapping
00-master β Dwarf Fortress 53.16 β connected systems master map
Mermaid source Β· Rendered SVG
01-world-generation-civilizations β World generation, civilizations and conflict
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_PARAMS |
Generation parameters and seeds | control | WA01 |
W_MAPGEN |
Generate terrain and populations | process | WA01 |
W_ENV |
Local environment | state | WA10, WA11 |
W_HISTORYGEN |
Simulate historical years | process | WA01 |
W_CIV |
Civilizations | state | WA02 |
W_POP |
Abstract population counts | state | WA03 |
W_FIG |
Persistent historical figures | state | WA03 |
W_SITE |
Sites and ownership | state | WA02, WA25 |
W_CLAIM |
Territorial and artifact claims | state | WA25 |
W_CONFLICT |
War, occupation and insurrection | process | WA25 |
W_HISTORY |
World history | state | WA01, WA06 |
W_ACT |
Offscreen world activity | process | WA01, WA04 |
A_ACTION |
Adventurer actions | control | WA18 |
E_GOODS |
Goods and materials | state | WA02, WA07 |
E_TRADE |
Caravan trade | process | WA02, WA07 |
G_RULE |
Government | state | WA02 |
S_CULTURE |
Cultural forms and works | state | WA02 |
W_SUCCESSION |
Offscreen succession [v0.47.05 inferred] | process | WA04, WA05 |
02-world-persistence-history β Mode persistence, retirement and historical records
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_ENV |
Local environment | state | WA10, WA11 |
W_FIG |
Persistent historical figures | state | WA03 |
W_SITE |
Sites and ownership | state | WA02, WA25 |
W_HISTORY |
World history | state | WA01, WA06 |
W_LOCAL |
Load and offload local maps | process | WA03 |
W_EMBARK |
Choose civilization, site and supplies | control | WA07 |
W_FORT |
Active player fortress | state | WA08 |
W_RETIRE |
Retire fortress | control | WA08 |
W_RUIN |
Abandon fortress to ruin | control | WA08 |
W_RETURN |
Unretire or reclaim fortress | control | WA07, WA08 |
W_RUMOR |
Distributed incident knowledge | state | WA24 |
W_INFO |
World map and news reports | report | WA02, WA24 |
W_LEGENDS |
Legends and historical exports | report | WA06 |
W_REVEAL |
Reveal history setting | control | WA06 |
A_ACTION |
Adventurer actions | control | WA18 |
E_GOODS |
Goods and materials | state | WA02, WA07 |
J_SKILL |
Skills and experience | state | WA07 |
03-geography-water-weather β Geography, resources, water and weather
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_PARAMS |
Generation parameters and seeds | control | WA01 |
W_FIELDS |
Elevation, rain, drainage and temperature | state | WA01, WA10 |
W_BIOME |
Biome distribution | state | WA10 |
W_GEO |
Soil and rock layers | state | WA14 |
W_MINERAL |
Ore, gems, flux, coal, sand and clay | state | WA14 |
W_ENV |
Local environment | state | WA10, WA11 |
W_WEATHER |
Rain, snow and wind | process | WA13 |
W_TEMP |
Climate and seasonal temperature | state | WA12 |
W_WATER |
Rivers, pools and usable water | state | WA12, WA13 |
W_FREEZE |
Freezing, thawing and evaporation | process | WA12, WA13 |
W_AQUIFER |
Light and heavy aquifers | state | WA15 |
W_LEAK |
Aquifer leakage | process | WA15 |
W_SEAL |
Seal walls or drain with pumps | control | WA15 |
W_POWER |
Local wind strength | state | WA13 |
W_PLANTS |
Wild vegetation and fungi | state | WA10, WA11, WA16 |
W_WILDLIFE |
Regional wildlife populations | state | WA10, WA17, WA29 |
C_HEALTH |
Injuries and illness | state | WA12, WA13 |
P_THOUGHT |
Experienced events / thoughts | state | WA13 |
J_WORK |
Job execution | process | WA15, WA16 |
A_ACTION |
Adventurer actions | control | WA18 |
B_WIND |
Windmill generation | process | WA13, R_WIND |
04-ecology-wildlife-caverns β Ecology, wildlife disturbance and caverns
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_ALIGN |
Alignment and savagery | state | WA11 |
W_EXTINCT |
Extinct-fauna placement option | control | WA01 |
W_WATER |
Rivers, pools and usable water | state | WA12, WA13 |
W_PLANTS |
Wild vegetation and fungi | state | WA10, WA11, WA16 |
W_WILDLIFE |
Regional wildlife populations | state | WA10, WA17, WA29 |
W_HARVEST |
Woodcutting, fishing and gathering | process | WA17, WA16 |
W_AGITATE |
Agitated wildlife | state | WA17 |
W_CAVERN |
Cavern ecosystem | state | WA16 |
W_BREACH |
Excavate into caverns | control | WA16 |
W_SPORES |
Subterranean vegetation growth | process | WA16 |
W_EVIL |
Evil weather and reanimation regions | state | WA11, WA13 |
W_AMBUSH |
Wildlife and cavern attacks | process | WA16, WA17 |
T_SUPER |
Supernatural effects | process | WA11, WA13 |
C_HEALTH |
Injuries and illness | state | WA12, WA13 |
C_DEATH |
Death and corpses | state | WA11 |
J_WORK |
Job execution | process | WA15, WA16 |
E_GOODS |
Goods and materials | state | WA16 |
W_DOMESTIC |
Domestic animal populations | state | WA01 |
05-materials-heat β Materials, temperature and thermal damage
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_ENV |
Local environment | state | R_WATER, R_TEMP |
F_MAT |
Material properties | state | R_MAT, R_SCI |
F_MASS |
Density and item mass | state | R_MAT |
F_STRENGTH |
Impact and shear response | state | R_SCI, R_WEAR |
F_TEMP |
Temperature | state | R_TEMP |
F_EXCHANGE |
Heat exchange | process | R_TEMP |
F_PHASE |
Melting, freezing, boiling | process | R_TEMP |
F_FIRE |
Ignition and burning | process | R_TEMP |
F_SAFETY |
Fire / magma suitability | state | R_TEMP, R_MECH |
F_FLUID |
Water and magma depth | state | R_FLOW |
B_PUMP |
Pumping | process | R_PUMP |
C_HEALTH |
Injuries and illness | state | R_TEMP, R_CAVE |
A_LOAD |
Encumbrance | state | WA18, R_MAT |
M_COMBAT |
Combat | process | R_SCI, SRC_B_COMBAT |
06-fluids β Fluid motion, pressure and reactions
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
F_FLUID |
Water and magma depth | state | R_FLOW |
F_MOVE |
Gravity and lateral spreading | process | R_FLOW |
F_PRESSURE |
Pressure movement | process | R_PRESS, R_FLOW |
F_DIAGONAL |
Diagonal liquid passage | state | R_FLOW |
F_REACT |
Water-magma interaction | process | R_MAGMA |
F_OBSIDIAN |
Obsidian terrain | state | R_MAGMA |
B_PUMP |
Pumping | process | R_PUMP |
B_POWER |
Mechanical power network | state | R_POWER, R_PUMP |
E_HEAT |
Furnace heat supply | state | R_FUEL, R_MAGMA |
C_HEALTH |
Injuries and illness | state | R_TEMP, R_CAVE |
L_PATH |
Accessible paths | state | R_PATH, R_FLOW |
07-collapse β Support, collapse and displacement
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
F_FLUID |
Water and magma depth | state | R_FLOW |
F_SUPPORT |
Terrain connectivity | state | R_CAVE |
F_COLLAPSE |
Cave-in and falling terrain | process | R_CAVE |
F_DUST |
Collapse dust / knockback | process | R_CAVE |
B_EXCAVATE |
Mining and channeling | process | R_STONE, R_CAVE |
B_BUILD |
Constructed walls / floors / stairs | state | R_BUILD, R_R5301 |
C_HEALTH |
Injuries and illness | state | R_TEMP, R_CAVE |
P_THOUGHT |
Experienced events / thoughts | state | R_CAVE |
08-built-spaces β Terrain, construction, furnishings and room value
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
B_PLAN |
Building / digging designations | control | R_BUILD, R_LABOR |
B_EXCAVATE |
Mining and channeling | process | R_STONE, R_BUILD |
B_BUILD |
Constructed walls / floors / stairs | state | R_BUILD, R_R5301 |
B_REINFORCE |
Reinforced walls | state | R_R5301 |
B_SPACES |
Rooms and locations | state | R_BUILD, R_ENGRAVE, R_LOCATION |
B_FURNITURE |
Installed furniture | state | R_WOOD, R_STONE, R_WEALTH |
B_VALUE |
Room and location value | state | R_ENGRAVE, R_WEALTH, R_ROOMVALUE |
B_ENGRAVE |
Smoothing / engraving | process | R_ENGRAVE |
B_IMAGE |
Engraved scene / description | report | R_ENGRAVE |
L_PATH |
Accessible paths | state | R_PATH |
E_GOODS |
Goods and materials | state | R_WOOD, R_STONE |
W_HISTORY |
World history | state | R_ENGRAVE |
P_THOUGHT |
Experienced events / thoughts | state | R_ENGRAVE |
T_BREACH |
Invader mining / rams | process | R_R5301 |
09-machinery β Triggers, mechanisms and mechanical power
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
B_LINK |
Install mechanism links | control | R_MECH |
B_PULL |
Pull lever job | process | R_LEVER |
B_SENSOR |
Configured pressure plate | state | R_PLATE |
B_SIGNAL |
Trigger signal | process | R_MECH, R_LEVER, R_PLATE |
B_GATE |
Bridge / door / floodgate state | state | R_LEVER |
B_WIND |
Windmill generation | process | R_WIND |
B_WHEEL |
Water-wheel generation | process | R_WHEEL, R_FLOW |
B_POWER |
Mechanical power network | state | R_POWER, R_MACHINE |
B_GEARS |
Axles and engaged gears | state | R_MACHINE, R_POWER |
B_LOAD |
Connected power demand | state | R_POWER, R_PUMP |
B_PUMP |
Pumping | process | R_PUMP |
B_MILL |
Powered milling | process | R_POWER |
B_ROLLER |
Powered cart rollers | process | R_CART |
F_FLUID |
Water and magma depth | state | R_FLOW |
L_PATH |
Accessible paths | state | R_PATH |
10-jobs β Orders, job eligibility and execution
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
J_DESIGN |
Designations / workshop tasks | control | R_LABOR |
J_ORDERS |
Conditional work orders | control | R_ORDER |
J_MANAGER |
Manager validation | process | R_MANAGER |
J_QUEUE |
Queued jobs | state | R_LABOR, R_ORDER |
J_LABOR |
Work details / specialization | control | R_LABOR |
J_OCCUPATION |
Occupation / workshop assignment | control | R_LABOR |
J_TOOLS |
Required tools and inputs | state | R_LABOR |
J_ELIGIBLE |
Available eligible workers | state | R_LABOR |
J_WORK |
Job execution | process | R_LABOR |
J_SKILL |
Skills and experience | state | R_LABOR |
J_CANCEL |
Blocked / cancelled jobs | state | R_LABOR, R_STOCK |
J_REPORT |
Task list / cancellation notice | report | R_LABOR |
L_HAUL |
Hauling | process | R_HAUL |
E_GOODS |
Goods and materials | state | R_LABOR |
E_WEAR |
Wear and replacement demand | process | R_WEAR |
11-logistics β Stockpile routing, hauling, access and minecarts
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
J_ORDERS |
Conditional work orders | control | R_ORDER |
J_TOOLS |
Required tools and inputs | state | R_LABOR |
J_ELIGIBLE |
Available eligible workers | state | R_LABOR |
J_WORK |
Job execution | process | R_LABOR |
J_CANCEL |
Blocked / cancelled jobs | state | R_LABOR, R_STOCK |
L_FILTER |
Stockpile filters and links | control | R_STOCK |
L_STOCK |
Stored stock quantities | state | R_STOCK |
L_HAUL |
Hauling | process | R_HAUL |
L_PATH |
Accessible paths | state | R_PATH |
L_TRAFFIC |
Traffic path costs | control | R_PATH |
L_BURROW |
Burrow job / source limits | control | R_BURROW, R_LABOR |
L_FLAGS |
Forbid / dump item flags | control | R_STOCK, R_LABOR |
L_CONTAIN |
Bins, barrels, bags, pots | state | R_STOCK |
L_WHEELBARROW |
Wheelbarrow transport | process | R_HAUL |
L_ROUTE |
Cart route / stops / conditions | control | R_CART |
L_CART |
Minecart movement | process | R_CART |
L_TRACK |
Tracks, ramps and brakes | state | R_CART |
L_TIME |
Travel and hauling time | state | R_HAUL |
C_HEALTH |
Injuries and illness | state | R_CART, R_LABOR |
12-cultivation β Growing conditions, crop yield and seed renewal
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_ENV |
Local environment | state | R_FARM |
E_GROUND |
Soil / mud and light history | state | R_FARM |
E_SEASON |
Season and biome crop limits | state | R_FARM |
E_PLOT |
Crop selection / farm plots | control | R_FARM |
E_SEED |
Seed stocks | state | R_SEED |
E_FARM |
Planting and harvest | process | R_FARM |
E_FERT |
Potash fertilization | process | R_FARM |
E_POORSOIL |
Poor underground soil penalty | state | R_FARM |
E_CROPS |
Harvested plants | state | R_FARM |
J_SKILL |
Skills and experience | state | R_FARM |
E_GATHER |
Wild plant gathering | process | R_FARM |
E_FOOD |
Edible food stocks | state | R_COOK |
E_BREW |
Brewing | process | R_BREW |
E_COOK |
Cooking meals | process | R_COOK |
E_PROCESS |
Milling / plant processing | process | R_SEED, R_CLOTH |
F_FLUID |
Water and magma depth | state | R_WATER |
13-food-drink β Food processing, drink, consumption and spoilage
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
E_SEED |
Seed stocks | state | R_SEED |
E_FISH |
Fishing and fish preparation | process | R_FISH |
E_FOOD |
Edible food stocks | state | R_COOK |
E_BREW |
Brewing | process | R_BREW |
E_DRINK |
Alcohol stocks | state | R_BREW |
E_COOK |
Cooking meals | process | R_COOK |
E_PROCESS |
Milling / plant processing | process | R_SEED, R_CLOTH |
E_KITCHEN |
Kitchen ingredient permissions | control | R_LABOR |
E_EAT |
Eating and drinking | process | R_COOK, R_BREW |
E_ROT |
Rotting / withering supplies | process | R_MIASMA, R_WEAR |
E_MIASMA |
Subterranean miasma | state | R_MIASMA |
L_STOCK |
Stored stock quantities | state | R_STOCK |
L_CONTAIN |
Bins, barrels, bags, pots | state | R_BREW |
P_THOUGHT |
Experienced events / thoughts | state | R_COOK, R_MIASMA |
14-husbandry β Taming, training, grazing and animal reproduction
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_ENV |
Local environment | state | R_TRAIN, R_PASTURE |
E_WILD |
Wild animal populations | state | R_TRAIN |
E_ANIMALS |
Tame and trained livestock | state | R_TRAIN |
E_CAPTURE |
Cage capture | process | R_TRAIN |
E_TRAIN |
Taming / animal training | process | R_TRAIN |
E_KNOWANIMAL |
Civilization taming knowledge | state | R_TRAIN |
E_REVERT |
Adult training decay | process | R_TRAIN |
E_WARANIMAL |
War / hunting training | process | R_TRAIN |
E_PASTURE |
Pasture assignments | control | R_PASTURE |
E_GRASS |
Grass / fungus availability | state | R_PASTURE |
E_GRAZE |
Grazing | process | R_PASTURE |
E_BREED |
Mating, birth and growth | process | R_EGG, R_TRAIN |
E_NEST |
Nest boxes / protected clutches | control | R_EGG |
E_EGGS |
Eggs | state | R_EGG |
E_MILK |
Milking / cheesemaking | process | R_MILK |
E_SHEAR |
Shearing and wool | process | R_SHEAR |
E_HUNT |
Hunting / slaughter | process | R_BUTCHER, R_TRAIN |
E_BEE |
Honeybee colonies / hives | state | R_BEE |
E_COOK |
Cooking meals | process | R_EGG, R_MILK |
C_HEALTH |
Injuries and illness | state | R_PASTURE |
M_COMBAT |
Combat | process | R_TRAIN, R_PASTURE |
15-animal-products β Animal products and the honeybee colony cycle
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
E_MILK |
Milking / cheesemaking | process | R_MILK |
E_HUNT |
Hunting / slaughter | process | R_BUTCHER, R_TRAIN |
E_BUTCHER |
Butchery | process | R_BUTCHER |
E_BODYGOODS |
Meat, fat, hides, bone | state | R_BUTCHER |
E_BEE |
Honeybee colonies / hives | state | R_BEE |
E_SPLIT |
Colony splitting | process | R_BEE |
E_BEEHARVEST |
Collect hive products | process | R_BEE |
E_HONEY |
Honeycomb, jelly, honey, wax | state | R_BEE |
E_BREW |
Brewing | process | R_BREW, R_BEE |
E_COOK |
Cooking meals | process | R_EGG, R_MILK |
16-metal-fuel β Ore, fuel, smelting, steel and forging
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_ENV |
Local environment | state | R_STONE, R_WOOD, R_GLASS |
B_EXCAVATE |
Mining and channeling | process | R_STONE |
E_ORE |
Ores and flux stone | state | R_METAL, R_STEEL |
E_STONE |
Stone, gems and coal rock | state | R_STONE, R_GEM, R_FUEL |
E_LOG |
Wood logs | state | R_WOOD |
E_FUELMAKE |
Charcoal / coke production | process | R_FUEL |
E_FUEL |
Refined coal | state | R_FUEL |
E_HEAT |
Furnace heat supply | state | R_FUEL, R_MAGMA |
E_SMELT |
Smelting / alloy reactions | process | R_METAL |
E_BARS |
Metal bars | state | R_METAL |
E_STEEL |
Pig iron / steel reactions | process | R_STEEL |
E_FORGE |
Forging | process | R_METAL |
E_RECYCLE |
Melt designated metal objects | process | R_METAL |
E_CARVE |
Stone cutting / carving | process | R_STONE |
E_CARPENTER |
Carpentry / woodcraft | process | R_WOOD |
E_GEM |
Gem cutting / setting | process | R_GEM |
E_GLASS |
Glassmaking | process | R_GLASS |
E_KILN |
Pottery / glazing | process | R_POT, R_CLAY |
E_GOODS |
Goods and materials | state | R_METAL, R_STONE, R_WOOD |
17-hard-material-crafts β Stone, wood, gems, glass, ceramics and value
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
E_RECYCLE |
Melt designated metal objects | process | R_METAL |
E_CARVE |
Stone cutting / carving | process | R_STONE |
E_CARPENTER |
Carpentry / woodcraft | process | R_WOOD |
E_GEM |
Gem cutting / setting | process | R_GEM |
E_SAND |
Bagged sand | state | R_GLASS |
E_GLASS |
Glassmaking | process | R_GLASS |
E_CLAY |
Collected clay | state | R_POT |
E_KILN |
Pottery / glazing | process | R_POT, R_CLAY |
E_GOODS |
Goods and materials | state | R_METAL, R_STONE, R_WOOD |
E_QUALITY |
Item quality / decorations | state | R_QUALITY, R_GEM |
E_WEALTH |
Fortress wealth | state | R_WEALTH |
J_SKILL |
Skills and experience | state | R_LABOR, R_QUALITY |
B_BUILD |
Constructed walls / floors / stairs | state | R_BUILD |
M_COMBAT |
Combat | process | R_METAL, R_QUALITY |
L_CONTAIN |
Bins, barrels, bags, pots | state | R_WOOD, R_GLASS |
18-textiles-paper β Fiber, textiles, leather and writing materials
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
E_CROPS |
Harvested plants | state | R_FARM |
E_BODYGOODS |
Meat, fat, hides, bone | state | R_BUTCHER |
E_WEB |
Spider / creature webs | state | R_CLOTH |
E_SHEAR |
Shearing and wool | process | R_SHEAR |
E_THREAD |
Plant / silk / yarn thread | state | R_CLOTH |
E_WEAVE |
Weaving | process | R_CLOTH |
E_CLOTH |
Cloth | state | R_CLOTH |
E_DYE |
Dye and decoration work | process | R_TEXTILE |
E_SEW |
Clothing / bags / ropes | process | R_TEXTILE |
E_TAN |
Tanning / leatherworking | process | R_BUTCHER, R_TEXTILE |
E_FAT |
Rendered tallow / pressed oil | state | R_SOAP |
E_SHEET |
Papyrus / paper / parchment sheets | state | R_PAPER |
E_PAPER |
Papermaking / parchment processing | process | R_PAPER |
E_BIND |
Quire / scroll / bookbinding | process | R_PAPER |
S_BOOK |
Written books and scrolls | state | R_PAPER |
E_GOODS |
Goods and materials | state | R_TEXTILE, R_SOAP, R_PAPER |
C_SUTURE |
Suture / dress wounds | process | R_CLOTH, SRC_B_CARE |
19-soap-wear β Ash, soap, hygiene and replacement demand
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
E_LOG |
Wood logs | state | R_WOOD |
E_FAT |
Rendered tallow / pressed oil | state | R_SOAP |
E_ASH |
Ash production | process | R_SOAP, R_FARM |
E_LYE |
Lye | state | R_SOAP |
E_POTASH |
Potash | state | R_FARM |
E_SOAPMAKE |
Soapmaking | process | R_SOAP |
E_SOAP |
Soap | state | R_SOAP |
E_WASH |
Personal washing | process | R_SOAP |
E_GOODS |
Goods and materials | state | R_TEXTILE, R_SOAP, R_PAPER |
E_WEAR |
Wear and replacement demand | process | R_WEAR |
E_FERT |
Potash fertilization | process | R_FARM |
C_HEALTH |
Injuries and illness | state | R_SOAP, R_CLOTH |
P_THOUGHT |
Experienced events / thoughts | state | R_SOAP, R_WEAR |
20-artifacts β Strange moods, artifact creation and claims
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
T_MOOD |
Strange mood | state | R_MOOD |
T_MOODSKILL |
Highest eligible mood skill | state | R_MOOD |
T_CLAIMSHOP |
Claim workshop | process | R_MOOD |
T_MOODINPUT |
Requested materials in order | state | R_MOOD |
T_ARTMAKE |
Make artifact | process | R_MOOD |
T_ARTIFACT |
Artifacts | state | R_ART, R_MOOD |
T_MOODFAIL |
Failed mood / insanity | state | R_MOOD |
T_ARTCLAIM |
Artifact ownership and claims | state | R_ART |
T_ARTTEXT |
Generated artifact description | report | R_ART |
T_ARTDISPLAY |
Install / display artifact | control | R_ART |
J_WORK |
Job execution | process | R_MOOD |
J_SKILL |
Skills and experience | state | R_MOOD |
E_GOODS |
Goods and materials | state | R_MOOD |
E_WEALTH |
Fortress wealth | state | R_WEALTH |
W_HISTORY |
World history | state | R_MOOD, R_ART |
P_THOUGHT |
Experienced events / thoughts | state | R_MOOD |
W_CLAIM |
Territorial and artifact claims | state | R_ART, WA25 |
21-trade-diplomacy β Caravans, barter, trade requests and diplomacy
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_CIV |
Civilizations | state | R_TRADE |
E_RELATIONS |
Contact / peace / war / alliance | state | R_R5313 |
E_MESSENGER |
Send diplomatic missions | control | R_R5313 |
E_CARAVAN |
Caravan arrival / cargo | state | R_CARAVAN, R_R5313 |
E_AGREEMENT |
Negotiate trade requests | control | R_AGREE |
E_DEPOT |
Accessible trade depot | state | R_TRADE |
E_BROKER |
Broker / trader skills | state | R_TRADE |
E_OFFER |
Select barter offer / gift | control | R_TRADE |
E_PRICE |
Item prices and profit | state | R_TRADE, R_AGREE |
E_APPRAISE |
Displayed value estimates | report | R_TRADE |
E_TRADE |
Caravan trade | process | R_TRADE |
E_EXPORT |
Exported wealth | state | R_WEALTH |
E_IMPORT |
Imported goods and value | state | R_WEALTH |
E_MIGRANTS |
Migrant arrivals | process | R_MIGRANT |
L_HAUL |
Hauling | process | R_HAUL |
22-wealth-migration β Wealth, imports, exports and population growth
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
E_TRADE |
Caravan trade | process | R_TRADE |
E_GOODS |
Goods and materials | state | R_TRADE |
E_WEALTH |
Fortress wealth | state | R_WEALTH |
E_EXPORT |
Exported wealth | state | R_WEALTH |
E_IMPORT |
Imported goods and value | state | R_WEALTH |
E_RECORDS |
Bookkeeping / stock reports | report | R_WEALTH |
E_POPCONTROL |
Population caps / difficulty | control | R_MIGRANT |
E_MIGRANTS |
Migrant arrivals | process | R_MIGRANT |
E_POP |
Fortress population | state | R_MIGRANT |
J_WORK |
Job execution | process | R_LABOR, R_MIGRANT |
E_EAT |
Eating and drinking | process | R_MIGRANT |
G_RULE |
Government | state | R_WEALTH |
23-mind-motivation β Personality, needs, focus and autonomous choices
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
P_PERSON |
Personality facets | state | PS_FACET |
P_VALUES |
Personal values | state | PS_VALUE |
P_PREF |
Preferences and aversions | state | PS_PREF |
P_GOALS |
Life goals | state | PS_GOAL |
P_NEEDS |
Psychological needs | state | PS_NEED |
P_FULFILL |
Need fulfillment | process | PS_NEED |
P_FOCUS |
Focus / distraction | state | PS_NEED |
P_BEHAVIOR |
Autonomous behavior | process | PS_NEED, PS_BREAK |
P_PERSONALJOB |
Personal fulfillment jobs | process | PS_NEED |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
P_EMOTION |
Emotions | state | PS_EMOTION |
P_BREAKDOWN |
Temporary breakdown | process | PS_BREAK |
P_REPORT |
Personality / thoughts display | report | PS_FACET, PS_VALUE, PS_MEMORY |
P_AMENITIES |
Provide amenities and access | control | PS_THOUGHT, PS_TEMPLE |
P_GOALDONE |
Realize a life goal | process | PS_GOAL |
P_ARGUMENT |
Successful value argument | process | PS_VALUE |
W_CIV |
Civilizations | state | PS_VALUE |
B_SPACES |
Rooms and locations | state | PS_THOUGHT, PS_TEMPLE |
J_WORK |
Job execution | process | PS_SKILL |
J_SKILL |
Skills and experience | state | PS_SKILL |
E_GOODS |
Goods and materials | state | PS_THOUGHT |
A_ACTION |
Adventurer actions | control | PS_VALUE |
24-mind-emotion β Experienced events, memory, mood and breakdowns
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
P_PERSON |
Personality facets | state | PS_FACET |
P_VALUES |
Personal values | state | PS_VALUE |
P_NEEDS |
Psychological needs | state | PS_NEED |
P_BEHAVIOR |
Autonomous behavior | process | PS_NEED, PS_BREAK |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
P_EMOTION |
Emotions | state | PS_EMOTION |
P_MEMORY |
Short / long-term memories | state | PS_MEMORY |
P_RECALL |
Recall past experience | process | PS_MEMORY |
P_CORE |
Core memories | state | PS_MEMORY |
P_STRESS |
Short-term stress / mood | state | PS_STRESS |
P_CHRONIC |
Long-term stress | state | PS_STRESS |
P_BREAKDOWN |
Temporary breakdown | process | PS_BREAK |
P_INSANITY |
Irreversible insanity | state | PS_BREAK, PS_STRESS |
P_TIME |
Passing time | process | PS_MEMORY, PS_STRESS, PS_NEED |
P_REPORT |
Personality / thoughts display | report | PS_FACET, PS_VALUE, PS_MEMORY |
W_ENV |
Local environment | state | PS_THOUGHT |
S_REL |
Relationships and allegiances | state | PS_REL |
J_WORK |
Job execution | process | PS_SKILL |
C_HEALTH |
Injuries and illness | state | PS_THOUGHT |
C_DEATH |
Death and corpses | state | PS_REL, PS_THOUGHT |
G_CRIME |
Criminal acts / offenses | state | PS_JUSTICE |
25-society-relationships β Relationships, family, tavern life and visitors
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
S_PERFORM |
Perform and observe | process | PS_PERFORM, PS_TAVERN |
S_REL |
Relationships and allegiances | state | PS_REL |
S_CHAT |
Chat / socialize | process | PS_REL |
S_ROMANCE |
Lovers and spouses | state | PS_MARRIAGE |
S_COMPAT |
Orientation / age / kinship | state | PS_MARRIAGE |
S_FAMILY |
Birth and close family | process | PS_MARRIAGE |
S_TAVERN |
Tavern | state | PS_TAVERN |
S_ACCESS |
Set location access / visitor cap | control | PS_VISITOR |
S_VISITOR |
Visitors and residents | state | PS_VISITOR |
S_RUMOR |
Spread news and rumors | process | PS_RUMOR |
S_REPUTATION |
Known deeds / artifact locations | state | PS_RUMOR |
S_NEWSUI |
News / rumor map | report | PS_RUMOR |
S_DRINK |
Order and serve alcohol | process | PS_TAVERN, PS_5316 |
S_DRUNK |
Intoxication | state | PS_TAVERN |
P_PERSON |
Personality facets | state | PS_FACET |
P_NEEDS |
Psychological needs | state | PS_NEED |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
E_GOODS |
Goods and materials | state | PS_TAVERN |
C_DEATH |
Death and corpses | state | PS_REL |
W_RUMOR |
Distributed incident knowledge | state | PS_RUMOR, WA24 |
26-society-culture β Cultural forms, performance and art
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_HISTORY |
World history | state | PS_RELIGION, PS_PERFORM |
W_CIV |
Civilizations | state | PS_PERFORM, PS_VALUE |
S_CULTURE |
Cultural forms and works | state | PS_PERFORM |
S_PERFORM |
Perform and observe | process | PS_PERFORM, PS_TAVERN |
S_FORMLEARN |
Learn performance forms | process | PS_TAVERN |
S_INSTRUMENT |
Instruments and dance space | state | PS_TAVERN |
S_ART |
Artworks and depictions | state | PS_ART |
S_ARTTEXT |
Depiction descriptions | report | PS_ART |
S_RUMOR |
Spread news and rumors | process | PS_RUMOR |
S_CONVERT |
Prophets / priests convert | process | PS_RELIGION |
P_NEEDS |
Psychological needs | state | PS_NEED |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
J_SKILL |
Skills and experience | state | PS_PERFORM |
A_ACTION |
Adventurer actions | control | PS_PERFORM, PS_RUMOR |
27-society-religion β Religions, worship, temples and petitions
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
S_PERFORM |
Perform and observe | process | PS_PERFORM, PS_TAVERN |
S_RELIGION |
Religions and deities | state | PS_RELIGION |
S_CONVERT |
Prophets / priests convert | process | PS_RELIGION |
S_TEMPLE |
Temples and priesthood | state | PS_TEMPLE |
S_PRAY |
Pray / meditate | process | PS_TEMPLE |
S_PETITION |
Guild / temple petitions | state | PS_TEMPLE, PS_GUILD |
S_GRANT |
Accept and fulfill petitions | control | PS_TEMPLE, PS_GUILD |
S_DESECRATE |
Desecrate own deity temple | process | PS_TEMPLE |
P_NEEDS |
Psychological needs | state | PS_NEED |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
B_VALUE |
Room and location value | state | PS_TEMPLE |
T_SUPER |
Supernatural effects | process | PS_TEMPLE |
G_RULE |
Government | state | PS_RELIGION |
28-government-offices β Government offices, noble requirements and mandates
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
W_CIV |
Civilizations | state | PS_NOBLE |
W_HISTORY |
World history | state | PS_NOBLE, PS_INTRIGUE |
G_RULE |
Government | state | PS_NOBLE |
G_OFFICE |
Noble / administrator offices | state | PS_NOBLE |
G_APPOINT |
Appoint administrators | control | PS_NOBLE |
G_ELECT |
Citizen elections | process | PS_NOBLE |
G_PROMOTE |
Noble elevation | process | PS_NOBLE |
G_MANDATE |
Production / export mandates | state | PS_JUSTICE, PS_NOBLE |
G_DEMAND |
Furniture demands | state | PS_PREF, PS_NOBLE |
G_ROOMS |
Ranked room requirements | state | PS_NOBLE |
G_CONSOLE |
Leader / priest consolation | process | PS_NOBLE, PS_RELIGION |
G_CRIME |
Criminal acts / offenses | state | PS_JUSTICE |
G_PUNISH |
Imprison / beat / hammer | process | PS_JUSTICE |
G_ETHIC |
Civilization ethics | state | PS_JUSTICE, PS_ETHIC |
G_WAR |
World war decisions | process | PS_OLD_ETHIC, PS_ETHIC |
G_PLOT |
Plots and agreements | state | PS_INTRIGUE |
P_PREF |
Preferences and aversions | state | PS_PREF |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
J_WORK |
Job execution | process | PS_NOBLE |
E_TRADE |
Caravan trade | process | PS_NOBLE, PS_JUSTICE |
E_WEALTH |
Fortress wealth | state | PS_NOBLE |
B_SPACES |
Rooms and locations | state | PS_NOBLE |
29-government-justice β Crime, investigation, punishment and conspiracies
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
G_CRIME |
Criminal acts / offenses | state | PS_JUSTICE |
G_EVIDENCE |
Witness reports / evidence | state | PS_JUSTICE |
G_INTERROGATE |
Interrogate suspects | process | PS_JUSTICE |
G_INVESTIGATE |
Order interrogation / conviction | control | PS_JUSTICE |
G_CONVICT |
Conviction / sentence | state | PS_JUSTICE |
G_GUARD |
Sheriff / fortress guard | state | PS_JUSTICE |
G_PUNISH |
Imprison / beat / hammer | process | PS_JUSTICE |
G_JAIL |
Dungeon cages / restraints | state | PS_JUSTICE |
G_PLOT |
Plots and agreements | state | PS_INTRIGUE |
G_AGENT |
Agents / false identities | state | PS_INTRIGUE |
G_CORRUPT |
Persuade / bribe / blackmail | process | PS_INTRIGUE |
G_NETWORK |
Recruited conspirators | state | PS_INTRIGUE |
G_INTELUI |
Cases / intelligence reports | report | PS_JUSTICE |
P_PERSON |
Personality facets | state | PS_JUSTICE |
P_VALUES |
Personal values | state | PS_JUSTICE |
P_THOUGHT |
Experienced events / thoughts | state | PS_THOUGHT |
P_BREAKDOWN |
Temporary breakdown | process | PS_BREAK |
J_SKILL |
Skills and experience | state | PS_INTRIGUE |
C_HEALTH |
Injuries and illness | state | PS_JUSTICE |
A_ACTION |
Adventurer actions | control | PS_INTRIGUE |
S_REL |
Relationships and allegiances | state | PS_JUSTICE |
30-learning-practice β Practice, performance, skill rust and guild teaching
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
J_SKILL |
Skills and experience | state | PS_SKILL |
J_WORK |
Job execution | process | PS_SKILL |
S_RUST |
Skill rust / disuse | state | PS_SKILL |
S_ATTRIBUTE |
Physical / mental attributes | state | PS_SKILL |
S_CHECK |
Task-specific performance rolls | process | PS_SKILL |
S_PROFREPORT |
Profession / skill display | report | PS_SKILL |
S_GUILD |
Guild / guildhall | state | PS_GUILD |
S_DEMONSTRATE |
Skill demonstration | process | PS_GUILD |
S_TEACH |
Teacher / student skill | state | PS_SCHOLAR |
S_APPRENTICE |
Master-apprentice teaching | process | PS_SCHOLAR |
S_CREDIT |
Topic-specific research progress | state | PS_TOPIC |
S_KNOW |
Known academic topics | state | PS_TOPIC |
S_BLANK |
Blank quires / scrolls | state | PS_BOOK |
E_GOODS |
Goods and materials | state | PS_BOOK, PS_SKILL |
P_FOCUS |
Focus / distraction | state | PS_SKILL |
P_PREF |
Preferences and aversions | state | PS_PREF |
P_NEEDS |
Psychological needs | state | PS_GUILD, PS_BOOK |
P_THOUGHT |
Experienced events / thoughts | state | PS_SCHOLAR |
C_HEALTH |
Injuries and illness | state | PS_SKILL |
31-learning-scholarship β Research, discoveries, authorship and reading
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
J_SKILL |
Skills and experience | state | PS_SKILL |
S_LIBRARY |
Library and book storage | state | PS_BOOK, PS_SCHOLAR |
S_ASSIGN |
Assign scholars / scribes | control | PS_SCHOLAR, PS_BOOK |
S_RESEARCH |
Ponder and discuss topics | process | PS_SCHOLAR, PS_TOPIC |
S_CREDIT |
Topic-specific research progress | state | PS_TOPIC |
S_DISCOVERY |
Discover a topic | process | PS_TOPIC |
S_KNOW |
Known academic topics | state | PS_TOPIC |
S_FORM |
Known literary forms | state | PS_TOPIC |
S_BLANK |
Blank quires / scrolls | state | PS_BOOK |
S_WRITE |
Write original work | process | PS_BOOK, PS_SCHOLAR |
S_COPY |
Copy written work | process | PS_BOOK |
S_BOOK |
Written books and scrolls | state | PS_BOOK |
S_READ |
Read written content | process | PS_BOOK |
S_CONTENT |
Content description / title | report | PS_BOOK |
S_VISITOR |
Visitors and residents | state | PS_SCHOLAR |
W_HISTORY |
World history | state | PS_BOOK |
E_TRADE |
Caravan trade | process | PS_BOOK |
P_VALUES |
Personal values | state | PS_SCHOLAR |
P_NEEDS |
Psychological needs | state | PS_GUILD, PS_BOOK |
P_THOUGHT |
Experienced events / thoughts | state | PS_SCHOLAR |
T_SUPER |
Supernatural effects | process | PS_BOOK |
A_ACTION |
Adventurer actions | control | PS_BOOK |
W_ACT |
Offscreen world activity | process | PS_SCHOLAR |
32-creatures-physiology β Creature bodies, vital maintenance and injury
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
C_BODY |
Body and tissues | state | SRC_B_TISSUE, SRC_B_WOUND |
C_FUNCTION |
Grasp, stance, senses, breathing | state | SRC_B_WOUND |
C_ATTR |
Physical attributes | state | SRC_B_ATTRIBUTE |
C_GROWTH |
Age and growth | process | SRC_B_AGE |
C_LIFESPAN |
Species lifespan | state | SRC_B_AGE |
C_VITAL |
Hunger, thirst, drowsiness | state | SRC_B_FOOD, SRC_B_THIRST, SRC_B_SLEEP |
C_MAINTAIN |
Eat, drink and sleep | process | SRC_B_FOOD, SRC_B_THIRST, SRC_B_SLEEP |
C_ALCOHOL |
Alcohol dependence / intoxication | state | SRC_B_THIRST, SRC_B_SYNDROME |
C_HEALTH |
Injuries and illness | state | SRC_B_WOUND, SRC_B_SYNDROME |
C_BLEED |
Blood loss | state | SRC_B_WOUND |
C_PAIN |
Pain and unconsciousness | state | SRC_B_WOUND |
C_INFECTION |
Wound infection | state | SRC_B_CARE |
C_DISABILITY |
Lost parts / nerve disability | state | SRC_B_WOUND |
C_DEATH |
Death and corpses | state | SRC_B_WOUND, SRC_B_AGE |
C_RECOVER |
Recover wounded | process | SRC_B_CARE |
J_WORK |
Job execution | process | SRC_B_FOOD, SRC_B_SLEEP, SRC_B_ATTRIBUTE |
M_COMBAT |
Combat | process | SRC_B_COMBAT |
W_ENV |
Local environment | state | SRC_B_WOUND |
P_THOUGHT |
Experienced events / thoughts | state | SRC_B_FOOD, SRC_B_THIRST, SRC_B_SLEEP |
T_SUPER |
Supernatural effects | process | SRC_B_SYNDROME |
33-healthcare β Hospital admission, diagnosis, treatment and recovery
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
C_VITAL |
Hunger, thirst, drowsiness | state | SRC_B_FOOD, SRC_B_THIRST, SRC_B_SLEEP |
C_MAINTAIN |
Eat, drink and sleep | process | SRC_B_FOOD, SRC_B_THIRST, SRC_B_SLEEP |
C_HEALTH |
Injuries and illness | state | SRC_B_WOUND, SRC_B_SYNDROME |
C_BLEED |
Blood loss | state | SRC_B_WOUND |
C_INFECTION |
Wound infection | state | SRC_B_CARE |
C_DISABILITY |
Lost parts / nerve disability | state | SRC_B_WOUND |
C_HOSPITAL |
Hospital and staff assignments | control | SRC_B_CARE |
C_RECOVER |
Recover wounded | process | SRC_B_CARE |
C_DIAG |
Diagnosis / prescribed procedures | process | SRC_B_CARE |
C_CLEAN |
Wash wounds with water / soap | process | SRC_B_CARE |
C_SURGERY |
Surgery | process | SRC_B_CARE |
C_BONE |
Set, splint or cast bones | process | SRC_B_CARE, SRC_B_TISSUE |
C_SUTURE |
Suture / dress wounds | process | SRC_B_CARE |
C_NURSE |
Feed and water patients | process | SRC_B_CARE |
C_HEAL |
Rest and tissue healing | process | SRC_B_CARE, SRC_B_WOUND |
C_AID |
Crutches | state | SRC_B_CARE |
C_REPORT |
Health / diagnosis report | report | SRC_B_CARE |
E_GOODS |
Goods and materials | state | SRC_B_CARE, SRC_B_FOOD |
B_SPACES |
Rooms and locations | state | SRC_B_CARE, SRC_B_SLEEP |
34-military-organization β Military organization, training and equipment
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
M_RECRUIT |
Squad membership and leaders | control | SRC_B_SQUAD |
M_SCHEDULE |
Schedules and direct orders | control | SRC_B_SQUAD |
M_UNIFORM |
Uniform assignments | control | SRC_B_SQUAD |
M_BARRACKS |
Barracks / archery ranges | state | SRC_B_TRAIN |
M_TRAIN |
Drills, demonstrations, sparring | process | SRC_B_TRAIN |
M_EQUIP |
Worn and wielded equipment | state | SRC_B_ARMOR, SRC_B_WEAPON |
M_ATTACK |
Melee / missile attacks | process | SRC_B_COMBAT, SRC_B_WEAPON |
M_DEFEND |
Dodge, block and parry | process | SRC_B_COMBAT |
M_ARMOR |
Coverage, layers and material | state | SRC_B_ARMOR |
M_AMMO |
Ammunition | state | SRC_B_WEAPON, SRC_B_ENGINE |
M_COMBAT |
Combat | process | SRC_B_COMBAT |
M_RESET |
Rearm / clean jammed traps | process | SRC_B_TRAP |
M_ENGINE |
Catapult, ballista, bolt thrower | state | SRC_B_ENGINE, SRC_B_SIEGE53 |
M_FIRECTRL |
Siege engine fire orders | control | SRC_B_ENGINE, SRC_B_SIEGE53 |
J_WORK |
Job execution | process | SRC_B_ENGINE, SRC_B_SQUAD |
J_SKILL |
Skills and experience | state | SRC_B_TRAIN, SRC_B_COMBAT |
C_HEALTH |
Injuries and illness | state | SRC_B_COMBAT |
E_GOODS |
Goods and materials | state | SRC_B_TRAP, SRC_B_ARMOR |
P_THOUGHT |
Experienced events / thoughts | state | SRC_B_TRAIN, SRC_B_SLEEP |
P_NEEDS |
Psychological needs | state | SRC_B_TRAIN |
35-combat-traps β Combat resolution, traps and casualties
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
M_ATTACK |
Melee / missile attacks | process | SRC_B_COMBAT, SRC_B_WEAPON |
M_DEFEND |
Dodge, block and parry | process | SRC_B_COMBAT |
M_ARMOR |
Coverage, layers and material | state | SRC_B_ARMOR |
M_GRAPPLE |
Wrestle, disarm and choke | process | SRC_B_COMBAT |
M_COMBAT |
Combat | process | SRC_B_COMBAT |
M_STAMINA |
Exertion and movement speed | state | SRC_B_COMBAT, SRC_B_SLEEP |
M_REPORT |
Combat log | report | SRC_B_COMBAT |
M_TRAP |
Weapon traps / cage traps | state | SRC_B_TRAP |
M_CAPTURE |
Caged enemies | state | SRC_B_TRAP |
M_RESET |
Rearm / clean jammed traps | process | SRC_B_TRAP |
M_SPIKE |
Lever-linked spikes | state | SRC_B_TRAP |
L_PATH |
Accessible paths | state | SRC_B_TRAP, SRC_B_COMBAT |
J_SKILL |
Skills and experience | state | SRC_B_TRAIN, SRC_B_COMBAT |
C_ATTR |
Physical attributes | state | SRC_B_ATTRIBUTE |
C_BODY |
Body and tissues | state | SRC_B_COMBAT |
C_HEALTH |
Injuries and illness | state | SRC_B_COMBAT |
C_DEATH |
Death and corpses | state | SRC_B_COMBAT |
A_ACTION |
Adventurer actions | control | SRC_B_COMBAT |
T_THREATS |
Hostile encounters | process | SRC_B_COMBAT |
T_WEB |
Web entanglement | state | SRC_B_FB, SRC_B_TRAP |
36-sieges β Raids, siege engineering and defensive adaptation
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
T_DIFFICULTY |
Enemy difficulty settings | control | SRC_B_DIFFICULTY |
T_PROGRESS |
Population / production / exports | state | SRC_B_DIFFICULTY |
T_RAIDS |
Civilization raids / ambushes | process | SRC_B_SIEGE, SRC_B_DIFFICULTY |
T_SIEGE |
Civilization sieges | process | SRC_B_SIEGE |
T_THREATS |
Hostile encounters | process | SRC_B_CREATURE, SRC_B_SIEGE |
T_BREACH |
Invader mining / rams | process | SRC_B_SIEGE, SRC_B_SIEGE53 |
T_BRIDGE |
Invader floors / stairs | process | SRC_B_SIEGE, SRC_B_SIEGE53 |
T_FREE |
Free caged companions | process | SRC_B_SIEGE, SRC_B_SIEGE53 |
T_AVOID |
Trap and death-site knowledge | state | SRC_B_SIEGE, SRC_B_SIEGE53 |
T_ESCAPE |
Retreating siege survivors | process | SRC_B_SIEGE |
T_AGITATE |
Savage wildlife agitation | state | SRC_B_CREATURE, SRC_B_DIFFICULTY |
T_FB |
Forgotten beast attacks | process | SRC_B_FB |
T_MEGA |
Surface megabeasts / titans | state | SRC_B_MEGA, SRC_B_TITAN |
B_BUILD |
Constructed walls / floors / stairs | state | SRC_B_SIEGE |
B_REINFORCE |
Reinforced walls | state | SRC_B_SIEGE53 |
L_PATH |
Accessible paths | state | SRC_B_SIEGE, SRC_B_TRAP |
M_TRAP |
Weapon traps / cage traps | state | SRC_B_TRAP |
M_CAPTURE |
Caged enemies | state | SRC_B_TRAP |
M_COMBAT |
Combat | process | SRC_B_COMBAT |
C_DEATH |
Death and corpses | state | SRC_B_NECRO, SRC_B_SIEGE53 |
E_TRADE |
Caravan trade | process | SRC_B_SIEGE |
37-ecological-supernatural-threats β Wildlife, megabeasts, evil regions and the deep world
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
T_SIEGE |
Civilization sieges | process | SRC_B_SIEGE |
T_THREATS |
Hostile encounters | process | SRC_B_CREATURE, SRC_B_SIEGE |
T_DISTURB |
Woodcutting / fishing / noise | process | SRC_B_CREATURE, SRC_B_DIFFICULTY |
T_AGITATE |
Savage wildlife agitation | state | SRC_B_CREATURE, SRC_B_DIFFICULTY |
T_WILD |
Agitated animals | state | SRC_B_CREATURE |
T_CAVERN |
Opened cavern access | state | SRC_B_CREATURE, SRC_B_FB |
T_FB |
Forgotten beast attacks | process | SRC_B_FB |
T_MEGA |
Surface megabeasts / titans | state | SRC_B_MEGA, SRC_B_TITAN |
T_GENERATED |
Generated bodies / materials / powers | state | SRC_B_FB, SRC_B_TITAN, SRC_B_DEMON |
T_WEB |
Web entanglement | state | SRC_B_FB |
T_EMIT |
Fire, venom, gas, dust emissions | process | SRC_B_FB, SRC_B_TITAN |
T_UNDER |
Breached Underworld | state | SRC_B_DEMON |
T_DEMON |
Demon incursions | process | SRC_B_DEMON |
T_EVIL |
Evil regions and reanimation | state | SRC_B_DEMON, SRC_B_NECRO, SRC_B_SYNDROME |
T_NTOWER |
Necromancer towers | state | SRC_B_NECRO |
T_EXPERIMENT |
Necromancer experiments / ghouls | state | SRC_B_NECRO |
T_UNDEAD |
Animated hostile corpses | state | SRC_B_NECRO, SRC_B_SYNDROME |
M_COMBAT |
Combat | process | SRC_B_COMBAT |
C_BODY |
Body and tissues | state | SRC_B_FB |
W_HISTORY |
World history | state | SRC_B_DEMON, SRC_B_NECRO |
W_ENV |
Local environment | state | SRC_B_CREATURE, SRC_B_SYNDROME |
T_SYNDROME |
Contracted syndromes | state | SRC_B_SYNDROME |
38-necromancy β Secrets, necromancy and distinct forms of resurrection
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
T_SUPER |
Supernatural effects | process | SRC_B_SYNDROME, SRC_B_MAGIC |
T_SECRET |
Secrets of life and death | state | SRC_B_NECRO |
T_TEXT |
Secret-bearing slabs and books | state | SRC_B_NECRO |
T_LEARN |
Read or teach secrets | process | SRC_B_NECRO |
T_NECRO |
Necromancer powers / immortality | state | SRC_B_NECRO |
T_RAISE |
Animate / resurrect visible remains | process | SRC_B_NECRO |
T_UNDEAD |
Animated hostile corpses | state | SRC_B_NECRO |
T_INTELLIGENT |
Intelligent undead | state | SRC_B_NECRO |
T_GHOST |
Ghost haunting | process | SRC_B_GHOST |
S_REL |
Relationships and allegiances | state | SRC_B_NECRO, SRC_B_GHOST |
P_PERSON |
Personality facets | state | SRC_B_GHOST, SRC_B_NECRO |
C_DEATH |
Death and corpses | state | SRC_B_NECRO, SRC_B_GHOST, SRC_B_VAMPIRE |
M_COMBAT |
Combat | process | SRC_B_NECRO, SRC_B_WERE |
E_TRADE |
Caravan trade | process | SRC_B_NECRO |
C_VITAL |
Hunger, thirst, drowsiness | state | SRC_B_THIRST, SRC_B_NECRO, SRC_B_VAMPIRE |
39-curses-syndromes-haunting β Syndromes, vampirism, werebeasts and haunting
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
T_SUPER |
Supernatural effects | process | SRC_B_SYNDROME, SRC_B_MAGIC |
T_CONTACT |
Material contact / ingestion / inhalation / injection | process | SRC_B_SYNDROME |
T_SYNDROME |
Contracted syndromes | state | SRC_B_SYNDROME |
T_IMMUNE |
Species immunity and effect timing | state | SRC_B_SYNDROME |
T_CURSE |
Divine curse | process | SRC_B_VAMPIRE, SRC_B_WERE, SRC_B_MAGIC |
T_VAMPIRE |
Vampire condition | state | SRC_B_VAMPIRE |
T_FEED |
Drain unconscious victim | process | SRC_B_VAMPIRE |
T_WERE |
Werebeast condition | state | SRC_B_WERE |
T_BITE |
Infectious werebeast bite | process | SRC_B_WERE |
T_MOON |
Full-moon transformations | process | SRC_B_WERE |
T_GHOST |
Ghost haunting | process | SRC_B_GHOST |
T_BURIAL |
Burial / installed memorial | control | SRC_B_GHOST |
P_THOUGHT |
Experienced events / thoughts | state | SRC_B_GHOST |
C_HEALTH |
Injuries and illness | state | SRC_B_SYNDROME, SRC_B_WERE |
C_DEATH |
Death and corpses | state | SRC_B_NECRO, SRC_B_GHOST, SRC_B_VAMPIRE |
M_COMBAT |
Combat | process | SRC_B_NECRO, SRC_B_WERE |
G_CRIME |
Criminal acts / offenses | state | SRC_B_VAMPIRE |
W_ENV |
Local environment | state | SRC_B_SYNDROME |
C_VITAL |
Hunger, thirst, drowsiness | state | SRC_B_THIRST, SRC_B_NECRO, SRC_B_VAMPIRE |
P_EMOTION |
Emotions | state | PS_EMOTION |
40-divination-relics β Divination, primordial relics and demon binding
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
T_SUPER |
Supernatural effects | process | SRC_B_SYNDROME, SRC_B_MAGIC |
T_SECRET |
Secrets of life and death | state | SRC_B_NECRO |
T_CURSE |
Divine curse | process | SRC_B_VAMPIRE, SRC_B_WERE, SRC_B_MAGIC |
T_DICE |
Roll shrine divination dice | control | SRC_B_DICE |
T_DICEFX |
Blessings, curses and gifts | process | SRC_B_DICE |
T_COSMETIC |
Omen / descriptive text | report | SRC_B_DICE, SRC_B_REMNANT |
T_RELIC |
Equipped primordial weapons / jewelry | state | SRC_B_REMNANT |
T_RAWREM |
Raw primordial remnant | state | SRC_B_REMNANT |
T_NAME |
Demon true-name slab | state | SRC_B_DEMON |
T_BIND |
Bind or banish named demon | control | SRC_B_DEMON |
S_RELIGION |
Religions and deities | state | SRC_B_NECRO, SRC_B_MAGIC, SRC_B_DICE |
C_HEALTH |
Injuries and illness | state | SRC_B_SYNDROME, SRC_B_WERE |
M_COMBAT |
Combat | process | SRC_B_NECRO, SRC_B_WERE |
E_GOODS |
Goods and materials | state | SRC_B_DICE |
A_ACTION |
Adventurer actions | control | SRC_B_DEMON, SRC_B_REMNANT |
41-adventure-party-movement β Adventure: character, party, movement and perception
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
A_CREATE |
Create adventurer or party | control | WA18 |
W_CIV |
Civilizations | state | WA18 |
C_BODY |
Body and tissues | state | WA18, WA19 |
J_SKILL |
Skills and experience | state | WA18, WA19 |
A_ACTION |
Adventurer actions | control | WA34 |
A_PARTY |
Player-created party members | state | WA18 |
A_TRAVEL |
Local and fast travel | process | WA34 |
A_GAIT |
Choose gait and posture | control | WA19 |
A_MOVE |
Walking, swimming, climbing and flight | process | WA19 |
A_EXERT |
Exhaustion | state | WA18, WA19 |
A_CARRY |
Carried equipment and containers | state | WA34 |
A_SENSE |
Opposed perception / detection | process | WA34 |
W_ENV |
Local environment | state | WA10, WA18 |
W_LOCAL |
Load and offload local maps | process | WA03 |
A_WITNESS |
Encountered people and events | state | WA03, WA24 |
A_DEPRIVE |
Hunger, thirst and drowsiness | state | WA18 |
M_COMBAT |
Combat | process | WA30 |
A_STATUS |
Character and wound reports | report | WA34 |
W_HISTORY |
World history | state | WA06 |
A_TACTIC |
Party tactical control | control | WA34, WA35 |
A_STEALTH |
Sneaking | process | WA34 |
A_MOUNT |
Mounts, pack animals and pets | state | WA31 |
A_MECHANISM |
Operate existing levers and wells | control | WA18, WA34 |
42-adventure-supplies-combat β Adventure: supplies, combat, injury and recovery
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
A_MOVE |
Walking, swimming, climbing and flight | process | WA19 |
A_CARRY |
Carried equipment and containers | state | WA34 |
A_LOAD |
Encumbrance | state | WA18, WA19 |
W_LOCAL |
Load and offload local maps | process | WA03 |
A_WITNESS |
Encountered people and events | state | WA03, WA24 |
A_DEPRIVE |
Hunger, thirst and drowsiness | state | WA18 |
A_CONSUME |
Eat, drink and sleep | control | WA34 |
A_CRAFT |
Limited crafting and butchery | process | WA18 |
E_GOODS |
Goods and materials | state | WA18 |
A_SHELTER |
Indoor or cleared shelter | state | WA18 |
A_ATTACK |
Aim strikes, grapple, shoot or throw | control | WA30 |
M_COMBAT |
Combat | process | WA30 |
C_HEALTH |
Injuries and illness | state | WA30 |
C_DEATH |
Death and corpses | state | WA18 |
A_HEAL |
Regeneration on local offload | process | WA03 |
A_STATUS |
Character and wound reports | report | WA34 |
A_MECHANISM |
Operate existing levers and wells | control | WA18, WA34 |
43-adventure-social-reputation β Adventure: conversation, reputation and exchange
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
A_ACTION |
Adventurer actions | control | WA34 |
A_TALK |
Converse, request and interrogate | process | WA22 |
A_IDENTITY |
Assumed identities | state | WA22, WA23 |
A_ARGUE |
Debate values | process | WA22 |
P_VALUES |
Personal values | state | WA22 |
J_SKILL |
Skills and experience | state | WA22 |
A_REP |
Reputation by observer and group | state | WA23 |
A_COMP |
Recruited NPC companions | state | WA22, WA23 |
A_PRAY |
Pray to a deity | process | WA36 |
P_NEEDS |
Psychological needs | state | WA18, WA27 |
A_QUEST |
Orders and self-chosen objectives | state | WA21 |
A_SERVICE |
Join commander or offer priest service | control | WA21 |
A_DEED |
Kill, rescue or recover artifact | process | WA21 |
A_REPORT |
Report deeds to people | control | WA21, WA24 |
W_RUMOR |
Distributed incident knowledge | state | WA24 |
A_KNOWN |
Known people, sites and incidents | state | WA21, WA24 |
A_MARKET |
Barter, purchases and tavern services | process | WA18, WA22, WA23 |
E_GOODS |
Goods and materials | state | WA18 |
M_COMBAT |
Combat | process | WA30 |
A_READWRITE |
Read and write books | process | WA32 |
44-adventure-quests-claims β Adventure: objectives, territorial claims and persistence
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
A_QUEST |
Orders and self-chosen objectives | state | WA21 |
A_SERVICE |
Join commander or offer priest service | control | WA21 |
A_DEED |
Kill, rescue or recover artifact | process | WA21 |
W_CLAIM |
Territorial and artifact claims | state | WA25 |
A_KNOWN |
Known people, sites and incidents | state | WA21, WA24 |
A_LOG |
Adventure and agreement log | report | WA21 |
A_CLAIMSITE |
Claim an existing site | control | WA22, WA25 |
G_RULE |
Government | state | WA25 |
A_RETIRE |
Retire or resume adventurer | control | WA18 |
W_SITE |
Sites and ownership | state | WA25 |
W_FIG |
Persistent historical figures | state | WA03 |
W_HISTORY |
World history | state | WA03, WA06 |
45-adventure-culture-powers β Adventure: culture, needs, literacy and supernatural powers
Mermaid source Β· Rendered SVG
| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
A_REP |
Reputation by observer and group | state | WA23 |
A_COMP |
Recruited NPC companions | state | WA22, WA23 |
A_PERFORM |
Compose or perform cultural works | process | WA22, WA32 |
S_CULTURE |
Cultural forms and works | state | WA18, WA22 |
A_PRAY |
Pray to a deity | process | WA36 |
A_CHOSEN |
Choose Chosen destiny | control | WA18, WA26 |
A_PATRON |
Patron guidance | process | WA26 |
P_NEEDS |
Psychological needs | state | WA18, WA27 |
P_FOCUS |
Focus / distraction | state | WA27 |
A_SERVICE |
Join commander or offer priest service | control | WA21 |
W_RUMOR |
Distributed incident knowledge | state | WA24 |
E_GOODS |
Goods and materials | state | WA18 |
M_COMBAT |
Combat | process | WA30 |
A_INTERVENE |
Rare divine intervention [trigger uncertain] | process | WA26 |
A_READWRITE |
Read and write books | process | WA32 |
S_KNOW |
Known academic topics | state | WA32 |
A_SECRETS |
Learned necromancy secrets | state | WA32, WA33 |
A_POWER |
Use acquired abilities | control | WA33, WA34 |
T_SUPER |
Supernatural effects | process | WA33 |
Article register
PS_5311 β Release information/53.11
Evidence: current. Released March 4 2026. Fixes forgetting friends/grudges; improves good-food seeking and happy-food thoughts.
PS_5316 β Release information/53.16
Evidence: current. Released August 5 2026. Disables family-togetherness need; adds personality-dependent restraint to tavern ordering/service; fixes visitors taking fortress books and guildhall need lockups.
PS_ART β Art
Evidence: current. Engravings, decorations and written works depict historical events. Art persists at sites; inspecting depictions exposes generated descriptive text rather than recreating the depicted event.
PS_BOOK β Book
Evidence: current. Writing consumes blank quires or scrolls; copying duplicates content. Reading transfers subject knowledge and satisfies introspection. Life-and-death secrets confer necromancy. Books physically travel across sites and modes.
PS_BREAK β Mental breakdown
Evidence: current. Temporary tantrum, depression, and obliviousness interrupt work; personality influences which occurs. Tantrums damage people and objects, creating additional distress. Exact recurrence timing is not established.
PS_DEMAND β Demand
Evidence: inferred. Migrated article describes requested furniture and emotion-only consequences of failure. Older Demand corroborates this distinction; broad Noble language ambiguously combines demands and mandates.
PS_EMOTION β Emotion
Evidence: current. Emotions have different stress effects; some intense negative emotions impose behavioral states. Emotion identifiers listed but unimplemented are excluded.
PS_ETHIC β Ethic
Evidence: inferred. Current namespace retains a DF2014 migration warning. Justice effects are corroborated by current Justice; broad ethics-to-world-war claims remain inferred from 0.47.05.
PS_FACET β Personality facet
Evidence: current. Numeric facets affect emotional reactions, selected social learning, and behavior. Many descriptive facets have unknown gameplay effects; descriptions alone are not causal evidence.
PS_GOAL β Personality goal
Evidence: current. Certain realized life goals generate happy thoughts. Masterwork, legendary skill, parenthood, discovery and rank have documented completion conditions. Most goal-to-behavior assumptions are excluded.
PS_GUILD β Guildhall
Evidence: current. Guild membership can prompt hall petitions. Halls allow demonstrations and learner skill growth, including children. Teaching satisfies needs; denied or abandoned agreements create unhappy thoughts.
PS_INTRIGUE β Intrigue
Evidence: current. Schemes use agreements, agents and corruption. Social skills oppose recruitment and interrogation. Evidence reveals organizations; labels may misclassify benign troupe membership as a plot. World counterintelligence tracks investigative leads.
PS_JUSTICE β Justice
Evidence: current. Witnesses and interrogation create case evidence. Convictions authorize guard punishments; unavailable cells can cause beatings. Ethics determine severity. Punishment can injure and create thoughts. Some listed crime types are unused or unclear.
PS_KNOW β Knowledge
Evidence: inferred. Migrated stub distinguishes historical, academic, artistic and secret knowledge. Current Rumor, Scholar, Topic and Book corroborate mapped mechanisms; its general decision-making claim is not treated as independently verified.
PS_LIBRARY β Library
Evidence: inferred. Migrated library page supplied discovery links; mapped writing, reading and storage are corroborated by current Book and Scholar. Uncorroborated old room and book-theft behavior is excluded.
PS_MANDATE β Mandate
Evidence: current. Migrated page was checked against current Justice and Noble for production orders and export bans; only independently corroborated mandate mechanics are mapped.
PS_MARRIAGE β Marriage
Evidence: current. Compatible adult friends may become lovers and marry. Spouses share rooms; suitable couples can conceive through interaction. Population limits constrain births.
PS_MEMORY β Memory (thought)
Evidence: current. Grouped experiences enter short-term memory, may persist to long-term memory, and can be recalled. Eligible long-term memories become core memories and change personality. Recall timing remains unknown.
PS_NEED β Need
Evidence: current-migrated. Fulfillment affects focus and can prompt personal activities. Some satisfaction methods remain uncertain. Family togetherness is disabled in 53.16; physical alcohol dependence remains distinct from a psychological drinking need. Retains migration warning; current values and skill articles independently corroborate need/focus coupling.
PS_NOBLE β Noble
Evidence: current. Positions authorize administrative duties. Some offices are elected, others appointed. Development and wealth support noble promotion; nobles request rooms and issue mandates. Leaders console unhappy citizens.
PS_OLD_DEMAND β DF2014:Demand
Evidence: inferred. 0.47.05: unmet furniture demands upset nobles without punishing workers. Current article retains this rule; obsolete border-room restriction is not carried forward.
PS_OLD_ETHIC β DF2014:Ethic
Evidence: inferred. Older 0.47.05 description links ethics comparisons, ruler thresholds and risk assessment to war. Current migrated article repeats this; no independent current confirmation was established.
PS_OLD_KNOW β DF2014:Knowledge
Evidence: inferred. 0.47.05 stub checked to identify inherited knowledge claims. No additional unsupported generalized decision-making arrows are drawn.
PS_OLD_MANDATE β DF2014:Mandate
Evidence: inferred. 0.47.05 comparison source only. Current Justice corroborates bans and infractions; no old UI, bin loophole, deadline or material-request behavior is imported.
PS_PERFORM β Performer
Evidence: current. Cultural performance forms arise in world generation and Adventure composition. Performers entertain in taverns and temples. Some apprenticeship and detailed form rules remain unverified.
PS_PREF β Preferences
Evidence: current. Likes affect crafting quality, perceived furnishing value, artwork subjects, and noble requests. Its food subsection has an old update warning; later food changes override it.
PS_REL β Relationship
Evidence: current. Interaction develops personal ties; death of close relations causes grief. Updated 53.11 relationship retention supersedes stale forgetting claims elsewhere. Social skills are explicitly said not to determine friendship.
PS_RELIGION β Religion
Evidence: current. Prophets establish religions; conversion and followers generate religious institutions. Prayer affects needs and emotions. Religious persecution creates grudges. Joining a religion during Adventure play is currently unavailable.
PS_RUMOR β Rumor
Evidence: current. Witnessed events spread through conversations, travelers and diplomacy. Artifact-location information ages. Adventure retelling spreads reputation-relevant information; secret identities can distort attribution.
PS_SCHOLAR β Scholar
Evidence: current. Researchers ponder and discuss topics, train relevant skills, and write manuals. Apprentices learn from masters. Knowledge-rejecting values prevent scholarly activity. Research persists through retirement and migration.
PS_SKILL β Skill
Evidence: current. Practice trains skills; long disuse causes rust and eventually experience loss. Skill, attributes, focus, preferences and ailments affect applicable rolls. Farming, gathering and fishing quantity rolls use a distinct algorithm.
PS_STRESS β Stress
Evidence: current-migrated. Short-term mood and long-term stress are separate accumulators. Emotions and time affect stress; sustained bad mood plus chronic stress enables breakdowns. Detailed trait-rate formulas are incompletely established. Retains migration warning. Current Stress describes two accumulators, unlike obsolete DF2014 one-number stress.
PS_TAVERN β Tavern
Evidence: current. Taverns host socializing, entertainment and rumors; access policies regulate patrons. Performances use floor space and instruments. Alcohol warnings must be read with 53.16 self-control fixes.
PS_TEMPLE β Temple
Evidence: current. Temple designation supports worship; sect petitions require value and recognized priesthood. Foreign gods require a specific temple. Desecrating a worshipped deity temple may curse the offender.
PS_THOUGHT β Thought
Evidence: current. Experiences elicit emotionally colored thoughts; rooms, surroundings, relationships, work, deprivation, and injury provide triggers. Food thresholds in older sections require caution.
PS_TOPIC β Topic
Evidence: current. Knowledge is individually tracked, with prerequisites and skill-dependent research progress. Academic discoveries unlock literary forms rather than practical industry technologies; research discussion also trains relevant skills.
PS_VALUE β Personality value
Evidence: current. Cultural values influence personal beliefs; beliefs influence needs and emotional reactions. Successful Adventure arguments can change values. Facet-value conflicts do not establish a behavior rule.
PS_VISITOR β Visitor
Evidence: current. Locations attract visitors; successful visits attract more. Guests exchange information and may seek residency. Access policy and visitor limits constrain arrival.
R_AGREE β Trade agreement
Evidence: current. Requests affect next-year cargo priorities and price adjustments; they do not simply guarantee a larger caravan.
R_ART β Artifact
Evidence: current. Artifacts have owners, claims, history, value and descriptions. Artifact status alone does not imply magical powers.
R_BEE β Beekeeping
Evidence: current. Honeybee colonies can split; gathering honeycombs and royal jelly destroys the colony. Pressing produces honey and wax; honey brews into mead.
R_BREW β Brewing
Evidence: current. Still jobs consume brewable plants or honey and require empty suitable containers; plant brewing returns seeds and drink.
R_BUILD β Construction
Evidence: current-conflicted. Walls/floors/stairs reshape terrain and access. Its old indestructibility paragraph is superseded by the v53 siege changes.
R_BURROW β Burrow
Evidence: current-migrated. Mixed-age migrated page: current job/material restrictions are corroborated by Labor and recent release fixes. A burrow is not a physical movement barrier. Old alert UI not carried forward.
R_BUTCHER β Butcher
Evidence: current. Eligible dead animals or slaughtered livestock yield meat, fat, hides and other body materials; processing must precede spoilage.
R_CARAVAN β Caravan
Evidence: current. Caravans bring offsite goods subject to transport and access constraints; deaths or seizures harm relations. Old tribute-only contact advice superseded by 53.13.
R_CART β Minecart
Evidence: current. Routes, stops, launch conditions, tracks, rollers and brakes move cargo; moving carts can injure creatures.
R_CAVE β Cave-in
Evidence: current. Unsupported terrain collapses by connectivity rules, crushes creatures, destroys buildings and displaces fluids; realistic structural-load calculations are not implemented.
R_CLAY β Clay
Evidence: current. Clay can be collected repeatedly; ceramic type and glazing determine suitability for liquid storage.
R_CLOTH β Cloth
Evidence: current. Plant, wool/yarn or silk thread is woven into cloth; hair thread cannot be woven. Thread and cloth also support medical care.
R_COOK β Cooking
Evidence: current-conflicted. Cooking combines ingredients into meals, can make otherwise inedible foods usable, and destroys plant seed potential; exact happiness statements need v53.11 context.
R_ECON β Economy
Evidence: current. Explicitly removed feature: the older wage, shop and rent economy does not activate in current Fortress mode.
R_EGG β Egg production
Evidence: current. Females and nest boxes yield eggs; compatible males permit fertilization, and protected clutches can hatch instead of being cooked.
R_ENGRAVE β Engraving
Evidence: current. Engravings use learned skill, increase surface value and depict subjects including history; depictions are representations, not reenactments.
R_FARM β Farming
Evidence: current. Seeds, valid soil/mud, light history, biome and season constrain crops; skill and fertilization influence yield, with penalties for poor underground soil.
R_FISH β Fishing
Evidence: current. Fishing catches vermin fish; fish cleaning prepares edible food and by-products. Raw fish require timely preparation.
R_FLOW β Flow
Evidence: current. Water and magma use tile depth, downward movement and lateral spreading; water flow can drive wheels. Pressure differs from visible flow.
R_FUEL β Fuel
Evidence: current. Charcoal and coke heat conventional furnaces; magma substitutes for heat but cannot replace reaction carbon.
R_GEM β Gem industry
Evidence: current. Gem cutting and setting provide decorations and added value.
R_GLASS β Glass industry
Evidence: current. Sand collection requires bags; glass furnaces consume sand and heat, with additional ingredients for clear or crystal glass.
R_HAUL β Hauling
Evidence: current. Moving inputs and outputs uses labor time and accessible destinations; heavy materials benefit from transport tools. Circular stockpile links can waste labor.
R_LABOR β Labor
Evidence: current. Designations, tasks and work orders create jobs. Work details, occupations, assignments, tools and accessibility constrain eligible workers. Labor permission differs from proficiency.
R_LEVER β Lever
Evidence: current. Pull jobs activate linked bridges, floodgates and other buildings through installed mechanisms.
R_LOCATION β Location
Evidence: current. Player-defined locations specify function, access, assigned occupations and supply targets; furniture and free floor space enable activities.
R_MACHINE β Machine component
Evidence: current. Axles, gears, pumps, mills and rollers exchange or consume mechanical power.
R_MAGMA β Magma
Evidence: current. Magma provides workshop heat, inflicts thermal damage and reacts with water to create obsidian under appropriate tile conditions.
R_MANAGER β Manager
Evidence: current. A manager validates production orders, with office requirements as population grows.
R_MAT β Material
Evidence: current. Materials determine mass, temperature response, manufacturing uses, value and tissue/equipment behavior.
R_MECH β Mechanism
Evidence: current. Mechanisms connect triggers to buildings, build traps and gears, and determine trap attack skill through quality. Signals do not require a physical axle connection.
R_METAL β Metal industry
Evidence: current. Ore smelting and alloy reactions produce bars; forging consumes bars and heat to make equipment, furniture and goods.
R_MIASMA β Miasma
Evidence: current. Rotting materials produce subterranean miasma and negative experiences. Food stockpiles prevent most food rot; raw fish is an exception.
R_MIGRANT β Migrant
Evidence: current. Reported wealth, population settings and world availability affect arrivals; first two waves are exceptional. Arriving dwarves add labor and consumption.
R_MILK β Milk
Evidence: current. Milking eligible tame animals supplies milk, which can be cooked or processed into cheese.
R_MOOD β Strange mood
Evidence: current. A mood claims a workshop, collects specific materials and creates an artifact; failure causes insanity. Most successful moods grant skill experience; possession does not.
R_ORDER β Work order
Evidence: current. Conditional repeat orders test stock quantities and other order states; multiple conditions are ANDed.
R_PAPER β Paper industry
Evidence: current. Papyrus, pressed plant slurry or hide parchment supply sheets, quires and scrolls; binding a written quire uses a binding and thread.
R_PASTURE β Pasture
Evidence: current. Grazers consume grass/fungus; insufficient regrowth causes starvation. Crowding can lead to fights.
R_PATH β Path
Evidence: current. Reachability constrains jobs and routes. Traffic costs influence path preference, not hard access permission; implementation speculation excluded.
R_PLATE β Pressure plate
Evidence: current. Configured creature, liquid and cart conditions trigger linked mechanisms.
R_POT β Pottery
Evidence: current. Clay and kiln heat produce ceramics; glazing can add value and make earthenware suitable for liquids.
R_POWER β Power
Evidence: current-migrated. Migrated overview: machines consume network capacity; current component articles corroborate generators and loads.
R_PRESS β Pressure
Evidence: current-migrated. Migrated article; qualitative upward pressure and diagonal interruption are corroborated by current Flow and Screw pump. No unverified numerical pressure formula used.
R_PUMP β Screw pump
Evidence: current. Pumps lift water or magma by manual operation or mechanical power; pumped fluids exert pressure. Manual operation does not power a machine network.
R_QUALITY β Quality
Evidence: current. Quality adds item value and affects selected equipment/building performance; it does not uniformly improve every product.
R_R5301 β Release information/53.01
Evidence: current. Release evidence for siege engineering, wall reinforcement, digging attackers, new siege weapons and avoidance behavior.
R_R5313 β Release information/53.13
Evidence: current. Messengers can make contact, improve trade, make peace or declare war; monarch presence enables alliance requests. Trade wanes without sufficient profits or negotiations.
R_R5316 β Release information/53.16
Evidence: current. Current release dated 2026-08-05. Family need disabled; tavern alcohol ordering and serving use personality restraint; library visitor theft fixed.
R_ROOMVALUE β Room value
Evidence: current. Room value depends on surfaces, furnishings, quality and designated area; thought strength and institutional tiers depend on room context.
R_SCI β Material science
Evidence: current-migrated. Migrated article: qualitative impact/shear distinctions inform combat; exact damage formulas and unsupported material variables are deliberately not reproduced.
R_SEED β Seed
Evidence: current. Eating raw plants, brewing and selected processing return seeds; cooking does not. Seed caps constrain production.
R_SHEAR β Shearer
Evidence: current. Shearing produces wool for spinning without killing the animal.
R_SOAP β Soap
Evidence: current. Lye from ash and tallow or oil produce soap; washing consumes soap, supports positive experiences and reduces infection risk.
R_STEEL β Steel
Evidence: current. Pig iron and steel reactions require iron, flux and refined coal as carbon even in magma smelters.
R_STOCK β Stockpile
Evidence: current. Stockpile filters, give/take links and container choices constrain storage and workshop inputs.
R_STONE β Stone industry
Evidence: current. Mining supplies boulders and ores; cutting/carving produces blocks and furniture used by construction and manufacture.
R_TEMP β Temperature
Evidence: current. Material temperature thresholds govern phase changes and thermal damage; heat exchange depends on specific heat. No real-world heat-engine model is assumed.
R_TEXTILE β Textile industry
Evidence: current-migrated. Migrated overview; current Cloth, Shearer and Wear corroborate the chosen production and replacement relationships.
R_TRADE β Trading
Evidence: current. Accessible depots, goods, a trader and peaceful trading partners enable barter. Appraisal reports value; negotiation and profit influence acceptance.
R_TRAIN β Animal trainer
Evidence: current. Tameable captured animals can be trained; adults may revert and need retraining, while domestication knowledge and juvenile training alter results.
R_VERMIN β Vermin
Evidence: current. Vermin can consume supplies or trigger disliked-creature experiences; suitable containers and vermin hunters constrain them.
R_WATER β Water
Evidence: current. Water supplies drinking, washing, irrigation, drowning hazards, and freezing; sources and tile depth determine access.
R_WEALTH β Wealth
Evidence: current. Created wealth, imported goods and exports are distinct accounting states. Wealth and exports affect migration and political progression; attacks also depend on settings.
R_WEAR β Wear
Evidence: current. Clothing use, combat and environmental damage degrade applicable goods, reduce value and create replacement demand; wear differs from rot.
R_WHEEL β Water wheel
Evidence: current-migrated. Migrated article: water movement drives wheels; current Flow documents the flow requirements.
R_WIND β Windmill
Evidence: current. Wind strength controls available windmill power.
R_WOOD β Wood industry
Evidence: current. Logging supplies furniture, containers, charcoal, ash and other goods; regrowth and tree-cutting diplomacy constrain supply.
SRC_B_AGE β Age
Evidence: current. Growth, maturity and natural lifespan; immortality prevents age death, not violent death.
SRC_B_AMBUSHER β Ambusher
Evidence: current. Sneaking and detection as opposed to openly visible combat.
SRC_B_ARMOR β Armor
Evidence: current. Body-part coverage, layering, material and sizing determine protection; armor use mitigates penalties.
SRC_B_ATTRIBUTE β Attribute
Evidence: current. Physical and mental attributes differ from personality; skill exercise trains associated attributes; strength and body mass affect combat and carrying.
SRC_B_CARE β Health care
Evidence: current. Hospital roles, diagnosis before treatment, supplies, patient hauling and feeding; no animal healthcare. Current article has internal skill-role wording conflicts.
SRC_B_COMBAT β Combat
Evidence: current. Body-part combat shared by Fortress and Adventure; attack selection, defensive actions, speed, immobilization and reports. Exact formulas remain partly uncertain.
SRC_B_CREATURE β Creature
Evidence: current. Biome-dependent wildlife, animal people, savage-biome agitation and disturbance-driven aggression.
SRC_B_DEMON β Demon
Evidence: current. Underworld breach, generated demons, divine escape rituals, demonic rule, true-name binding/banishment and evil spreading.
SRC_B_DICE β Die
Evidence: current. Adventure-only shrine-dice divination; real blessings/curses differ from cosmetic messages; ordinary fortress dice are trade goods.
SRC_B_DIFFICULTY β Difficulty
Evidence: current. Current enemy toggles, fort progress triggers, raid/siege schedules, v53 siege engineering controls and wildlife/cavern scaling.
SRC_B_ENGINE β Siege engine
Evidence: current. Catapult, ballista and bolt thrower construction, operation and ammunition. Page has migration banner; selected v53 changes corroborated by 53.01 release notes.
SRC_B_FB β Forgotten beast
Evidence: current. Underground generated beasts, wealth/noise attraction, material vulnerabilities, emissions, webs and trap avoidance.
SRC_B_FOOD β Food
Evidence: current. Hunger accumulation, eating, starvation, work penalties and fat reserves.
SRC_B_GHOST β Ghost
Evidence: current. Unburied/unmemorialized dead may haunt; burial or installed memorials dismiss; temperament affects harmful actions.
SRC_B_MAGIC β Magic
Evidence: current. Limited implemented powers, curses and primordial equipment; full Myth and Magic remains planned. Illustration of siege mage is not implementation evidence.
SRC_B_MEGA β Megabeast
Evidence: current. Surface megabeast attacks and history interactions.
SRC_B_MOOD β Strange mood
Evidence: current. Workshop claim, required materials, artifact creation, skill gain except possession, stress benefit and failure insanity.
SRC_B_NECRO β Necromancer
Evidence: current. Secrets grant immortality and resurrection powers; texts spread knowledge; mindless undead differ from loyal intelligent undead; worldgen towers and experiments.
SRC_B_RELEASE12 β Release information/53.12
Evidence: current. Quality of life patch; announcement references future Myth and Magic work, not released general wizard combat.
SRC_B_RELEASE5111 β Release information/51.11
Evidence: current. Released change explicitly disabled underground humanoid invasions; no later explicit restoration located in release notes. Contradicts generic current Creature and Difficulty descriptions.
SRC_B_REMNANT β Primordial remnant
Evidence: current. Raw remnants lack known powers; equipped remnant weapons/jewelry grant interactions; religious recovery quests.
SRC_B_SIEGE β Siege
Evidence: current. Campaign arrivals, siege composition, engineering, trap knowledge surviving escaped invaders, retreat and trade disruption.
SRC_B_SIEGE53 β Release information/53.01
Evidence: current. Implemented siege engineering, battering rams, trap/death-site avoidance, cage freeing, bolt throwers, aiming improvements and reinforcement.
SRC_B_SLEEP β Sleep
Evidence: current. Drowsiness and sleep, work penalties, bed and noise thoughts, military sleep deprivation.
SRC_B_SQUAD β Squad
Evidence: current. Recruitment, equipment, schedules and direct squad orders.
SRC_B_SYNDROME β Syndrome
Evidence: current. Material and interaction transmission; symptoms, immunities, effect timing, supernatural transformations and alcohol inebriation.
SRC_B_THIRST β Thirst
Evidence: current. Drinking reduces thirst; lack of drink kills; dwarven alcohol deprivation reduces performance; patients receive water.
SRC_B_TISSUE β Tissue definition token
Evidence: current. Functional and structural tissues; vessels, pain receptors, connective tissues, bone setting and insulation.
SRC_B_TITAN β Titan
Evidence: current. Surface generated beasts, population/wealth attraction, material vulnerabilities and generated attacks.
SRC_B_TRAIN β Training
Evidence: current. Drills, demonstrations and sparring develop combat skills; equipment and barracks support training.
SRC_B_TRAP β Trap
Evidence: current. Weapon and cage traps, rearming, jamming, cage escape during sieges, webbed-trap exceptions and triggered spikes.
SRC_B_VAMPIRE β Vampire
Evidence: current. Divine curse and blood ingestion transmission; concealed residents drink victimsβ blood; justice reports; changed physiology.
SRC_B_WEAPON β Weapon
Evidence: current. Weapon attacks, contact area, penetration, material and ammunition.
SRC_B_WERE β Werebeast
Evidence: current. Bite transmission, moon-driven transformations, healing, combat behavior and generated metal weakness.
SRC_B_WOUND β Wound
Evidence: current. Tissue and organ damage, bleeding, pain, loss of function, nerve injury and incomplete natural recovery.
WA01 β World generation
Evidence: current. Parameters generate geography and history; elapsed history changes surviving civilizations, sites, beasts and accumulated artifacts. Extinct fauna placement became configurable in 53.15.
WA02 β Civilization
Evidence: current. Entities define populations, item traditions, resources, cultures and political relations; dying civilizations can lose trade and migration support.
WA03 β Historical figure
Evidence: current. Most populations are abstract; historical figures and their associations persist across local-map loading. Citizens and adventurers become historical figures.
WA04 β World activities
Evidence: migrated-v0.47.05. Current namespace explicitly carries a DF2014 migration warning. Continued world simulation is corroborated elsewhere; detailed offscreen processes retain uncertainty.
WA05 β DF2014:World activities
Evidence: older-v0.47.05. Older account of offscreen family, succession, traveling groups and site changes; used only for explicitly marked inferred relationships.
WA06 β Legends
Evidence: current. Viewer of recorded people, events, sites and player achievements; reveal-history setting controls report visibility rather than causation.
WA07 β Embark
Evidence: current. Origin civilization and site selection determine diplomacy, initial equipment, skills, resources and the local map.
WA08 β Dwarf fortress mode
Evidence: current. Retirement leaves a populated world settlement; abandonment saves ruins; both permit further games in the same world.
WA09 β Reclaim fortress mode
Evidence: migrated-v0.47.05. Migrated page distinguishes unretiring an existing population from reclaiming ruins with a new expedition; exact preservation and bugs are not relied on.
WA10 β Biome
Evidence: current. Region fields determine biome, vegetation and fauna; geology and local resource availability vary among biome tiles.
WA11 β Surroundings
Evidence: current. Alignment and savagery select ecology and environmental threats; evil regions may reanimate remains. Cavern fauna do not inherit surface alignment.
WA12 β Climate
Evidence: current. Temperature range and season constrain surface water and exposure; temperature simulation can be disabled.
WA13 β Weather
Evidence: current. Rain fills pools and cleans contaminants; temperature freezes water; wind generates mechanical power; evil precipitation can apply syndromes.
WA14 β Stone layers
Evidence: current. Soil and four broad rock-layer types determine mineable materials and farming access; ongoing plate tectonics is not implemented.
WA15 β Aquifer
Evidence: current. Exposed water-bearing walls leak forever; heavy aquifers also absorb water. Flooding interrupts work; sealing walls or pumping controls it.
WA16 β Cavern
Evidence: current. Breaching underground ecosystems exposes water, mud, fungal resources, creatures and threats; discovery enables subterranean vegetation growth.
WA17 β Creature: agitation
Evidence: current. Environmental disturbance in savage biomes can cause agitated animals to attack; difficulty settings tune agitation and taming can remove it.
WA18 β Adventurer mode
Evidence: current. Current overview covers character and party creation, actions, inventory, survival and persistent-world retirement. Explicitly excludes former site construction.
WA19 β Gait
Evidence: current. Movement modes require appropriate intact body parts; selected gait, exertion, equipment and skill affect movement.
WA20 β Adventurer mode gameplay
Evidence: migrated-v0.47.05. Migrated detailed gameplay page contains current interface material mixed with obsolete building advice. Tactical-party and stealth details are marked uncertain where not independently corroborated.
WA21 β Quest
Evidence: current. Commanders and priests give duties; actual world troubles and artifact claims also supply self-directed objectives. Completing and reporting deeds spreads reputation.
WA22 β Talking
Evidence: current. Dialogue permits recruitment, barter, claims, questioning, performances and value debates. Successful arguments can change personal values.
WA23 β Reputation
Evidence: current. Witness knowledge, affiliation and identities affect reputation, recruitment, quest difficulty, social reaction and tavern prices.
WA24 β Rumor
Evidence: current. Witnessed historical events spread through conversation and traveling informants. Artifact location knowledge becomes stale; logs display known information.
WA25 β Claim
Evidence: current. Competing territorial and artifact claims can drive conflict, quests and theft. Adventurers may claim existing sites; retiring exposes sites to world activity.
WA26 β Chosen
Evidence: current-incomplete. Implemented destiny directs adventurers through priest artifact quests; rare divine protection exists but its triggers remain poorly understood.
WA27 β Need
Evidence: migrated-v0.47.05. Migrated page describes focus and action fulfillment. 53.16 explicitly disabled family need; Adventure-specific action mapping is treated as older-version inference.
WA28 β DF2014:Need
Evidence: older-v0.47.05. Used for labeled inference that Adventure fulfillment activities modify focus; detailed obsolete social-need claims are excluded.
WA29 β Release information: 53.16
Evidence: current. August 5 2026 release: family need disabled; scholar item-taking corrected; regional size affects wilderness creature variety.
WA30 β Combat
Evidence: current. Current combat account supports Adventure attack selection, party tactical control, anatomy damage and defense.
WA31 β Mount
Evidence: current. Adventurers can ride and lead mounts, use pack animals, claim pets and encounter independent animal behavior.
WA32 β Book
Evidence: current. Reading teaches art and academic topics; writing requires material and literacy. Secrets can confer necromancy; known content differs from generated book-description text.
WA33 β Necromancer
Evidence: current. Current Adventure section documents learning secrets, invoking necromantic powers and creating undead companions.
WA34 β Adventure mode quick reference
Evidence: current. Current control reference corroborates party settings, exploration, inventory and reports; its obsolete build-site key is overridden by explicit removal in the main Adventure article.
WA35 β Release information: 53.11
Evidence: current. March 4 2026 patch fixed changing party tactical AI settings, independently confirming tactical party control remains implemented.
WA36 β Deity
Evidence: current. Adventure worship and prayer needs; chosen patron guidance; divination and desecration consequences.