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Dwarf Fortress Systems Atlas

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

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Node ID Mechanic Kind Article references
W_HISTORY World history state WA01, WA06, WA03, R_ENGRAVE, R_MOOD, R_ART, PS_RELIGION, PS_PERFORM, PS_NOBLE, PS_INTRIGUE, PS_BOOK, SRC_B_DEMON, SRC_B_NECRO
W_ENV Local environment state WA10, WA11, WA18, R_WATER, R_TEMP, R_FARM, R_TRAIN, R_PASTURE, R_STONE, R_WOOD, R_GLASS, PS_THOUGHT, SRC_B_WOUND, SRC_B_CREATURE, SRC_B_SYNDROME
W_CIV Civilizations state WA02, WA18, R_TRADE, PS_VALUE, PS_PERFORM, PS_NOBLE
A_ACTION Adventurer actions control WA18, WA34, PS_VALUE, PS_PERFORM, PS_RUMOR, PS_INTRIGUE, PS_BOOK, SRC_B_COMBAT, SRC_B_DEMON, SRC_B_REMNANT
F_MAT Material properties state R_MAT, R_SCI
F_FLUID Water and magma depth state R_FLOW, R_WATER
C_BODY Body and tissues state WA18, WA19, SRC_B_TISSUE, SRC_B_WOUND, SRC_B_COMBAT, SRC_B_FB
C_HEALTH Injuries and illness state WA12, WA13, WA30, R_TEMP, R_CAVE, R_CART, R_LABOR, R_PASTURE, R_SOAP, R_CLOTH, PS_THOUGHT, PS_JUSTICE, PS_SKILL, SRC_B_WOUND, SRC_B_SYNDROME, SRC_B_COMBAT, SRC_B_WERE
J_WORK Job execution process WA15, WA16, R_LABOR, R_MOOD, R_MIGRANT, PS_SKILL, PS_NOBLE, SRC_B_FOOD, SRC_B_SLEEP, SRC_B_ATTRIBUTE, SRC_B_ENGINE, SRC_B_SQUAD
J_SKILL Skills and experience state WA07, WA18, WA19, WA22, R_LABOR, R_FARM, R_QUALITY, R_MOOD, PS_SKILL, PS_PERFORM, PS_INTRIGUE, SRC_B_ATTRIBUTE, SRC_B_CARE, SRC_B_TRAIN, SRC_B_COMBAT
E_GOODS Goods and materials state WA02, WA07, WA16, WA18, R_WOOD, R_STONE, R_LABOR, R_METAL, R_TEXTILE, R_SOAP, R_PAPER, R_MOOD, R_TRADE, PS_THOUGHT, PS_TAVERN, PS_BOOK, PS_SKILL, SRC_B_CARE, SRC_B_FOOD, SRC_B_TRAP, SRC_B_ARMOR, SRC_B_DICE
L_STOCK Stored stock quantities state R_STOCK
B_SPACES Rooms and locations state R_BUILD, R_ENGRAVE, R_LOCATION, PS_THOUGHT, PS_TEMPLE, PS_NOBLE, SRC_B_CARE, SRC_B_SLEEP
B_POWER Mechanical power network state R_POWER, R_PUMP, R_MACHINE
E_FARM Planting and harvest process R_FARM
E_ANIMALS Tame and trained livestock state R_TRAIN
P_BEHAVIOR Autonomous behavior process PS_NEED, PS_BREAK
P_STRESS Short-term stress / mood state PS_STRESS
S_REL Relationships and allegiances state PS_REL, PS_JUSTICE, SRC_B_NECRO, SRC_B_GHOST
S_CULTURE Cultural forms and works state WA02, WA18, WA22, PS_PERFORM
G_RULE Government state WA02, WA25, R_WEALTH, PS_RELIGION, PS_NOBLE
G_CRIME Criminal acts / offenses state PS_JUSTICE, SRC_B_VAMPIRE
S_RELIGION Religions and deities state PS_RELIGION, SRC_B_NECRO, SRC_B_MAGIC, SRC_B_DICE
S_KNOW Known academic topics state WA32, PS_TOPIC
E_TRADE Caravan trade process WA02, WA07, R_TRADE, PS_NOBLE, PS_JUSTICE, PS_BOOK, SRC_B_SIEGE, SRC_B_NECRO
E_WEALTH Fortress wealth state R_WEALTH, PS_NOBLE
E_POP Fortress population state R_MIGRANT
M_COMBAT Combat process WA30, R_SCI, SRC_B_COMBAT, R_TRAIN, R_PASTURE, R_METAL, R_QUALITY, SRC_B_NECRO, SRC_B_WERE
T_SUPER Supernatural effects process WA11, WA13, WA33, PS_TEMPLE, PS_BOOK, SRC_B_SYNDROME, SRC_B_MAGIC

01-world-generation-civilizations β€” World generation, civilizations and conflict

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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 victims’ 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.