Dwarf Fortress

Dwarf Fortress

Armor for animal people
I have a panda man, a crow man and a toad man on my team. Where can I get armor for them?
Also, I noticed that my character has had an artery in his leg severed for a few days now, making him unable to stand up properly. Do these wounds heal over time?
Last edited by Leechboy; Feb 4 @ 12:17am
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Showing 1-8 of 8 comments
Erei Feb 4 @ 12:25am 
Refer to this :
https://dwarffortresswiki.org/index.php/List_of_creatures_by_adult_size

Panda man are too big for human sized armor. Crow and toad men are very small and very limited in what they can have, smaler than dwarves. I don't think any of them can wear any armor.

By "artery" you mean something else ? Because artery cut for days sound like death to me. In any case, yes, wound heal over time. However, stuff like motor nerve damage is forever, or some spine damage.
If your world was generated post adventure mode release, you should have "mysterious"-lair/dungeon/palace (in order of difficulty). All of them contain a boss and some "strange" whatever, which is a healing thing. IT can come in liquid or paste form. Like "unusual liquid" or "unusual jam". The boss drop it (if they don't use it first), but you also have some in random jug scattered around. That stuff will heal everything even regrow limb, after some time (like a few turn or something). Mysterious dungeon also have the boss drop a magical jewellery giving a single power depending on your world, while palace have the boss drop a magic masterwork weapon with the same power (do note the boss can use that power, is very skilled with weapon, and masterwork steel weapon are strong, making it a difficult foe).
Last edited by Erei; Feb 4 @ 12:25am
Leechboy Feb 4 @ 12:41am 
Originally posted by Erei:
Refer to this :
https://dwarffortresswiki.org/index.php/List_of_creatures_by_adult_size

Panda man are too big for human sized armor. Crow and toad men are very small and very limited in what they can have, smaler than dwarves. I don't think any of them can wear any armor.

By "artery" you mean something else ? Because artery cut for days sound like death to me. In any case, yes, wound heal over time. However, stuff like motor nerve damage is forever, or some spine damage.
If your world was generated post adventure mode release, you should have "mysterious"-lair/dungeon/palace (in order of difficulty). All of them contain a boss and some "strange" whatever, which is a healing thing. IT can come in liquid or paste form. Like "unusual liquid" or "unusual jam". The boss drop it (if they don't use it first), but you also have some in random jug scattered around. That stuff will heal everything even regrow limb, after some time (like a few turn or something). Mysterious dungeon also have the boss drop a magical jewellery giving a single power depending on your world, while palace have the boss drop a magic masterwork weapon with the same power (do note the boss can use that power, is very skilled with weapon, and masterwork steel weapon are strong, making it a difficult foe).

It says
.Artery torn
.Motor nerve severed
.Sensory nerve severed

Yeah, I guess he's going to be crippled for some time.

It doesn't really matter anyway, because I'll never find armor for him. Hopefully he can be asked to stay in some settlement to come back for him in the next patches.

I also don't quite understand the other thing. You can't trade with all settlements? I've encountered a bunch of dwarven hillocs along the way, but I haven't met any traders in any of them. I also don't quite understand how a store should look like in an elf settlement, it looks like they are all just sitting on trees.
Last edited by Leechboy; Feb 4 @ 12:42am
Erei Feb 4 @ 12:53am 
Artery torn will heal.
Nerve damage will not (if it work the same than fortress mode).

As I mentioned, if your world is post adventure update you can find healing stuff that will heal literally everything. Do note that stuff like jam can't be eaten by carnivorous people (because for the game, jam is made of fruit), for example a cheetah man, but that shouldn't be an issue for you.
Except for a few exception, playing animal people is harder. Dwarves are OP (seriously, on top of inflated stats they get "martial trance" which is OP). Exception for a few like elephant men (crazy strong), rhino men (same), and the one dwarves or human sized who can wear those races armor (like cheetah men, hyena men....). Special mention to aquatic people, like the sperm whale men, who can't leave water. And as such don't interact with anything. I don't think you can start as one in adventure. But it's funny.

I play cheetah man, which is strictly superior to elves. They can wear dwarves armor, see in the dark, smell creature and are very fast (faster than most humanoid). But you need to be careful, as it's more an exception than the rule.

Factions varies in how their trader works. Human are easier, they have trader everywhere in town, shops and market place.
Dwarves have a trading depot outside (and a tavern) for their fortress. Speak to nearly anyone standing on the trade depot to access the stuff. Dwarven hillocks don't have dedicated traders, but neither do human hamlet.
Elves do indeed live in trees. They have a unique "building" thing, forgot the name, but since all you get are "tree house" finding something new should do it. However, elves only sell crap stuff. Like in fortress mode, they don't use metal* and only sell wood gear. Which is pure trash. Seriously.
Factions can also control previous factions places. Like elves can occupy a human town (like in my game). In which case it's a bit buggy but they tend to turn the previous shoips into their own. Said human town had elf shop and market. However they remove all wood sign (because elves), making it much harder to navigate. But it's a good way to find elf mercenary, as they have a tavern that way. They still won't take anything metal, so you have to drop it and manually control them to equip it (need DF hack for that).


*except for elves born in another faction. Race born in another faction than their race will adopt the new faction cultural ethos. Same for kidnapped people growing in gobbos factions. So elves will use metal if they are born in a human faction
Last edited by Erei; Feb 4 @ 12:59am
Originally posted by Erei:
Artery torn will heal.
Nerve damage will not (if it work the same than fortress mode).

As I mentioned, if your world is post adventure update you can find healing stuff that will heal literally everything. Do note that stuff like jam can't be eaten by carnivorous people (because for the game, jam is made of fruit), for example a cheetah man, but that shouldn't be an issue for you.
Except for a few exception, playing animal people is harder. Dwarves are OP (seriously, on top of inflated stats they get "martial trance" which is OP). Exception for a few like elephant men (crazy strong), rhino men (same), and the one dwarves or human sized who can wear those races armor (like cheetah men, hyena men....). Special mention to aquatic people, like the sperm whale men, who can't leave water. And as such don't interact with anything. I don't think you canb start as one in adventure. But it's funny.


Factions varies in how their trader works. Human are easier, they have trader everywhere in town, shops and market place.
Dwarves have a trading depot outside (and a tavern) for their fortress. Speak to nearly anyone standing on the trade depot to access the stuff. Dwarven hillocks don't have dedicated traders, but neither do human hamlet.
Elves do indeed live in trees. They have a unique "building" thing, forgot the name, but since all you get are "tree house" finding something new should do it. However, elves only sell crap stuff. Like in fortress mode, they don't use metal* and only sell wood gear. Which is pure trash. Seriously.
Factions can also control previous factions places. Like elves can occupy a human town (like in my game). In which case it's a bit buggy but they tend to turn the previous shoips into their own. Said human town had elf shop and market. However they remove all wood sign (because elves), making it much harder to navigate. But it's a good way to find elf mercenary, as they have a tavern that way. They still won't take anything metal, so you have to drop it and manually control them to equip it (need DF hack for that).


*except for elves born in another faction. Race born in another faction than their race will adopt the new faction cultural ethos. Same for kidnapped people growing in gobbos factions. So elves will use metal if they are born in a human faction

I've encountered similar fluids before, but didn't know at the time that they can heal. Anyway, this is a big problem, because I decided to recruit a squad of poets and bards who get their legs blasted in every fight, especially when they are not covered with armor.

I also wanted to ask, is it possible to break walls in this mode? I came across a mysterious lair, but the way inside was blocked by vertical bars.

I also happened to find a slab with necromancy secrets in a completely random dvarven hilloc, so my whole team became necromancers. Now they regularly raise corpses of goblins who then kill them.
Erei Feb 4 @ 1:19am 
-I mean, yeah, a bunch of bard going to fight is not the best way :D The same way if you plan on making a performance troupe from a bunch of warriors.
-the animal people you picked are really small. Crow men, for example, are about half the size of a dwarf, which is already, well, dwarf sized. Toad men are barely taller. Ironically, the artwork for adventure mode show them nearly as tall as dwarves, which isn't true. Same for the kobold being shown, they are half the size of a dwarf. Animal people inherit a lot of their parent race. Don't expect a small creature to be a tall as the animal person version.
-You usually have lever to pull for those bars. If you don't find them (you may need several levers), you can "jump" through them.
-Necromancer shouldn't be hostile to undead (they are undead themselves). However, everyone in the group need to be undead (vampire works to). If they can't read that slab, well... And obviously any non undead people around will be hostile to undead. Which can be a bit messy if someone attack you in the middle of town and you start raising undeads.
Unfortunately for you, the necromancy power were deactivated for the release, otherwise that would have come with a bunch of magic power to (some are useless, some OP).
Slabs aren't hard to find. I had a giant with 2 of them (and a bunch of artifact furniture) in its lair.
Last edited by Erei; Feb 4 @ 1:22am
Originally posted by Erei:
-I mean, yeah, a bunch of bard going to fight is not the best way :D The same way if you plan on making a performance troupe from a bunch of warriors.
-the animal people you picked are really small. Crow men, for example, are about half the size of a dwarf, which is already, well, dwarf sized. Toad men are barely taller. Ironically, the artwork for adventure mode show them nearly as tall as dwarves, which isn't true. Same for the kobold being shown, they are half the size of a dwarf. Animal people inherit a lot of their parent race. Don't expect a small creature to be a tall as the animal person version.
-You usually have lever to pull for those bars. If you don't find them (you may need several levers), you can "jump" through them.
-Necromancer shouldn't be hostile to undead (they are undead themselves). However, everyone in the group need to be undead (vampire works to). If they can't read that slab, well... And obviously any non undead people around will be hostile to undead. Which can be a bit messy if someone attack you in the middle of town and you start raising undeads.
Unfortunately for you, the necromancy power were deactivated for the release, otherwise that would have come with a bunch of magic power to (some are useless, some OP).
Slabs aren't hard to find. I had a giant with 2 of them (and a bunch of artifact furniture) in its lair.

Tried to turn myself and all my partners into sentient undead to boost the strength. At first it was fine, I drank a weird liquid and it restored all of my limbs and all of my characters' strength went up. But after resting all limbs are gone again :(
Originally posted by Leechboy:
Originally posted by Erei:
-I mean, yeah, a bunch of bard going to fight is not the best way :D The same way if you plan on making a performance troupe from a bunch of warriors.
-the animal people you picked are really small. Crow men, for example, are about half the size of a dwarf, which is already, well, dwarf sized. Toad men are barely taller. Ironically, the artwork for adventure mode show them nearly as tall as dwarves, which isn't true. Same for the kobold being shown, they are half the size of a dwarf. Animal people inherit a lot of their parent race. Don't expect a small creature to be a tall as the animal person version.
-You usually have lever to pull for those bars. If you don't find them (you may need several levers), you can "jump" through them.
-Necromancer shouldn't be hostile to undead (they are undead themselves). However, everyone in the group need to be undead (vampire works to). If they can't read that slab, well... And obviously any non undead people around will be hostile to undead. Which can be a bit messy if someone attack you in the middle of town and you start raising undeads.
Unfortunately for you, the necromancy power were deactivated for the release, otherwise that would have come with a bunch of magic power to (some are useless, some OP).
Slabs aren't hard to find. I had a giant with 2 of them (and a bunch of artifact furniture) in its lair.

Tried to turn myself and all my partners into sentient undead to boost the strength. At first it was fine, I drank a weird liquid and it restored all of my limbs and all of my characters' strength went up. But after resting all limbs are gone again :(

Okay, for some reason my arm always falls off after resting, even if I'm not undead. Is it something to do with the fact that this liquid doesn't work on necromancers?
Erei Feb 4 @ 7:07am 
No idea. Never happened to me. Do you have anything in the log ?
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Date Posted: Feb 4 @ 12:16am
Posts: 8