- 1 Male and female differences
- 2 Spawn
- 3 Randomness
- 4 Health
- 5 Satiety
- 6 Death and respawn
- 7 Direct control
- 8 Skills
- 9 Equipment
- 10 References
Male and female differences
Originally the game featured only male dwarfs as the playable race. The female characters, available with the Sisters in Arms DLC, are equivalent in everything: A.I., behaviour, carring capacity, tasks assignments and skill progression. They only differ in visual appearance, in voice timbre and in few attributes, like health, base armor and speed (walking, running, jumping, climbing and swimming).
- For details about leveling up, see: Level (Experience).
The player begins each new world with only one dwarf. As he/she levels up, one new dwarf will spawn, always at the stockpile — one dwarf per level. The maximum number of them being 20, as this is the maximum reachable level in the game.
All spawning dwarfs are random on their:
- physical appearance (skin pigmentation, hair, beard and mustache color and style);
- t-shirt color; and
- removable pieces of clothing, like hats and boots.
The health of each dwarf is represented by 3 red hearts — .
The health of each monster is represented by 3 green hearts — .
And the health of each animal, usually non-hostile or semi-hostile, is represented by 3 yellow hearts — .
When a target get damaged, the heart more on the right will shrink until it disappears. When all hearts are gone, the target dies.
Causes of health loss
Quite a few things may inflict damage on dwarfs:
- be hit by any hostile creature, including some carnivorous plants;
- fall or jump from a height of more than 3 blocks;
- lose his/her footing while climbing and fall from a height of more than 2 blocks;
- stay or swim underwater without a diving helmet; and
- stay on or swim on the lava;
- be hungry with zero points of satiety (when all 3 have disappeared).
When a dwarf has less then 1, the player will be notified:
Injuried dwarfs run for their lifes under certain circumstances.
Male dwarfs with health points lower than:
- 25% will run away from stronger enemies;
- 15% will run away from any kind of hostile creature.
Female dwarfs with health points lower than:
- 29% will run away from stronger enemies;
- 19% will run away from any kind of hostile creature.
There are some ways of healing injured/exhausted dwarfs:
- letting them sleep;
- keeping them well fed;
- feeding them with curative foods;
- using health potions directly through the "Equip" menu; and
- letting the mages spontaneously use health potions on wounded dwarfs.
If there are no health potions crafted in the inventory, the mages will heal their fellows anyway, but at a very insignificant rate.
- For the complete list of foods, see the main article: Food.
|“||Put some kind of food on the table, like apples. The dwarfs will take the food on their own when they are hungry.||„|
|~ Task "Make some food"|
The satiety of each dwarf is represented by 3 slices of bread — . All full slices represent the maximum of 10 satiety points.
As the time passes, the dwarfs become hungry and the slice more on the right will shrink until it disappears. The losing of satiety points follow this rule:
- -1 point each 9 minutes of ingame time, if dwarf is idle.
- -1 point each 6 minutes of ingame time, if dwarf is working.
So, more tasks the dwarfs receive, more food should be served on the table.
When a dwarf has less than 1 , he/she will become hungry. The player will then be notified with the sign below.
If a dwarf eat 3 times in a row the same food, there is no other kind of food served and he/she have less than 2, he/she will state:
X?! I can't eat this anymore!
Being "X" the food eaten 3 times. This dwarf will have to eat at least 1 time another nutriment before he/she can eat that food again. So, there is no need to have a huge variety on the table. If the player can serve at least 2 kinds of food, there will be no monotony problem.
All dwarfs with more than 7 satiety points receive a health regeneration bonus of 1 health point each 5 minutes. So, if food with healing properties — like apples (growing only in the forest world) — are hard to get, it's still possible to heal the dwarfs by keeping them well fed.
Death and respawn
If a dwarf dies, all his equipment will fall on the ground and another dwarf must carry it back to the stockpile in order to be used again. If he/she dies and his/her body fall into the lava or in the ocean at the map extremeties, all the equipment will be lost.
In a Normal mode game, when a dwarf dies, a replacement will spawn at the stockpile in:
- 5 minutes, if only one dwarf is dead (and the player has at least another one);
- 2 minutes, if more than 1 dwarf have died, but not all of them. In this case, the 1st dwarf respawn in 5min and all the others in 2 minutes;
- 20 seconds, if all dwarfs are dead. In this case, the 1st one respawn in 20s and all the others in 2 minutes.
If a dwarf respawns it will lose all skill progress and will only have 1 skill at level 10, following the spawning randomness.
Permanent death mode
In a Permanent Death mode game, if a dwarf dies, it's lost forever, there will be no replacement. In this mode, each dead dwarf is 1 less to the population cap. So, if the player has lost 3 dwarfs, e.g., and get to the maximum level (20), he/she will have only 17 dwarfs available.
Dwarfs can be controlled allowing you to manually move him, place and mine blocks etc. This is done by selecting a dwarf and clicking the direct control button.
When controlling a dwarf you can:
- Manually move the dwarf.
- Dwarfs seem to get a slight speed boost when being controlled directly (untested but 50% movement speed increase according to files).
- Place and mine blocks.
- Dwarfs gain a mine and place range increase. This means dwarfs can mine and place blocks up to two blocks from his location.
- It is unknown if this is a bug or not, but when controlling a dwarf you can place any block without the dwarf having to get it from the Stockpile. This is useful for when building things far away, or when building big projects.
- Attack enemies.
- Dwarfs will not run to the target if you click to attack it. You will have to manually do this.
- Eat and sleep.
- Use portals
- You can jump through a portal while on it by pressing W. If there are multiple active portals, press W again, until you portal to the one you want.
- Interact with objects.
- Eg. cut wool, gather water etc.
For keyboard shortcuts, see Hotkeys.
- For the complete list of skills, skill items and skill books, see the main article: Skill.
Each dwarf starts with one random skill at level 10, which can be improved by doing their related activities and using skill books up to 100 points. Skill items will accelerate this process and overcome the 100 limit. Each dwarf can develop a maximum of 3 different skills.
Dwarfs need you to create their armor, boots and helmets, along with better weapons, tools and accessories.
Dwarfs may be equiped with:
- Look for the reference numbers on the image.
- an axe (1);
- a pickaxe (3);
- a weapon (2);
- 3 armor pieces: boots (4), a breastplate (6) and a helmet (8); and
- 2 accessories (5 and 7)
There are though items that may be used spontaneously by the dwarfs, without the player having to open the "Equip Menu": the bucket, the fishing rod, the diving helmet, the Elixir of Fire and the Elixir of Ice Arrow
All dwarfs have a natural carrying capacity that can be improved with equipment.
- natural: 3
- with a backpack: 4
- with a tough backpack: 5
Beware though that the more they carry with them, the slower their movement becomes.
- Speed without any armor.
- The male dwarf walking speed have been increased with update 1.3.000. It was 80 before this change; the same speed of climbing on ladder.
- Only when the dwarf is 70% satiated.
- When this happens, the dwarf loses about half of a and regain 1.
- A guide on how to mod these values can be find here.
- 550 seconds, precisely. This parameter in game files is called
- 350 seconds, precisely. This parameter in game files is called
- Parameter called
HealtRestoreTimein game files.