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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shinziril</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shinziril"/>
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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shinziril&amp;diff=168296</id>
		<title>User:Shinziril</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shinziril&amp;diff=168296"/>
		<updated>2012-03-20T02:49:06Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v34.05 Weapons vs Armor ==&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=105095.0 the forum thread].&lt;br /&gt;
&lt;br /&gt;
== v31.18 Combat Research ==&lt;br /&gt;
&lt;br /&gt;
I did some !!SCIENCE!!.  Results obtained from 31.18, but should still be valid (the combat system hasn't changed, as far as I can tell).  --[[User:Shinziril|Shinziril]] 04:55, 15 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Fighter and Weapon skills give both increased offense and defense (parrying happens quite a bit if you are more skilled than your opponent).  High Fighter skill is much better than being completely untrained, but is trumped by high Weapon skill (particularly given that Fighter trains at the same time as Weapon skills, and faster to boot).&lt;br /&gt;
&lt;br /&gt;
High Dodging skill is a massive advantage in combat.  If your Dodging skill is above your opponent's weapon skill, you are almost guarenteed to win the fight.  Even if it is only the same or below your opponent's weapon skill level it still gives a noticeable edge.  A recommended training regimen for adventurers is to find a groundhog, monkey, or other small, inoffensive creature, grab it to prevent it from running away, and then let it flail wildly at you while you practice dodging.  Extremely high opposed weapon skill levels seem to decrease the benefit of high Dodging skill levels, but these are rarely encountered in practice.  &lt;br /&gt;
&lt;br /&gt;
Wrestling is near useless when used by the AI.  Its most common maneuver is to grab random body parts or articles of clothing and then release them.  Code that makes people with open hands favor using those to wrestle would likely help here, as then joint locks and gouging would be more common.  As it is, the AI will gouge or execute joint locks if it manages to randomly use hands to grab a relevant body part, but is otherwise not very effective.  It will also attempt to strangle if it grabs the throat (again at random).&lt;br /&gt;
&lt;br /&gt;
In the hands of a player, however, wrestling is vastly powerful.  An unarmed enemy dies horribly versus an armed opponent, and with a free hand, a player can wrestle an enemy's weapon away from them.  Currently, the AI cannot pick weapons off the ground, so this renders the disarmed enemy near harmless.  Even if this is ever corrected, a high enough wrestling skill would still likely allow you to play &amp;quot;keep-away&amp;quot; with the enemy's weapons.  &lt;br /&gt;
&lt;br /&gt;
A player can also go for strangulation, which is highly effective.  A good chokehold takes down any enemy that breathes within a few combat rounds, rendering them entirely helpless and easily killable.  If one has a high enough Ambusher level, it is possible to sneak up to someone without them spotting you, knock them unconscious, and swiftly dispatch them, all while remaining hidden.  Of course, this method does not work on anything significantly larger than you are, or that does not need to breathe, which includes pretty much all night creatures and megabeasts.  &lt;br /&gt;
&lt;br /&gt;
Unarmed combat can work, but it is significantly less effective than an actual weapon.  Most reports of success in Adventure Mode involve combinations of this with wrestling to render enemies unarmed or unconscious.  If you must use unarmed combat, remember to aim for headshots, as unarmed combat is a blunt weapon and shattered skulls/torn brains are the main effective method of getting kills with blunt weapons.  Also, if your skill in unarmed combat becomes high enough, you will start to use it more and more even while wielding an actual weapon (due to either opportunity strikes or your unarmed combat skill being higher than your armed combat skill).&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
The tiers of materials for both weapons and armor are Adamantine &amp;gt; Steel &amp;gt; (Iron = Bronze) &amp;gt; Copper &amp;gt; Silver.  Blunt weapons mostly ignore this tier, and are effective almost no matter what they are made out of so long as its density is significant.  While increasing density makes blunt weapons slightly better, any weapons-grade metal other than adamantine is acceptable for them due to the narrow range of available densities.  Ammunition follows the weapon tiers with the exception that adamantine bolts are too light to do any significant damage.  &lt;br /&gt;
&lt;br /&gt;
Weapon attacks are functionally divided into three categories: blunt attacks, &amp;quot;slashing&amp;quot; attacks, and &amp;quot;stabbing&amp;quot; attacks.  Blunt attacks are obviously any weapons with the BLUNT descriptor.  &amp;quot;Slashing&amp;quot; attacks are edged attacks with a contact area of 50 or greater; it should be noted that this includes the &amp;quot;stab&amp;quot; attack of all swords.  &amp;quot;Stabbing&amp;quot; attacks are edged attacks with a contact area of less than 50 (and preferably a high penetration depth).  In vanilla DF, the largest contact area below 50 is 20 (pikes and spears).  &lt;br /&gt;
&lt;br /&gt;
Blunt attacks seem to ignore armor of the level of iron or below, are somewhat blocked by steel armor, and are often (but not invariably) blocked by adamantine armor.  This seems to be mostly independent of the weapon material.  Blunt weapons are somewhat worse than edged weapons against unarmored opponents due to the lack of bleeding.  Always aim for the head to get crushed skulls and torn brains, as these are the only instant kills easily available with blunt weapons.  &lt;br /&gt;
&lt;br /&gt;
Slashing attacks are almost completely incapable of penetrating armor of the same tier as the weapon or above.  Picks with their higher velocity multiplier seem to be the sole exception to this, and even then the damage mostly consists of bruises and the occasional broken bone, indicating that their normally edged nature is being converted to blunt damage by the armor.  Quite realistic, really.  However, if the slashing weapon's material is of a higher tier than that of the armor, it will cut through the armor like butter.  Note that this means that steel battle axes currently trump any enemy armor in vanilla Fortress Mode, as no enemies of the dwarven race naturally have access to steel armor.  Be warned that this may change once dwarven armor sales to outsiders get tracked properly.  Similarly, bronze or iron armor is sufficient for protection against slashing attacks in Fortress Mode, although steel armor offers mildly superior protection against blunt attacks and is thus still desirable.  &lt;br /&gt;
&lt;br /&gt;
Stabbing attacks can penetrate armor, with the degree of penetration going up as the contact area goes down.  The level of armor that can be penetrated depends on both the material of the armor, the material of the weapon, and the contact area of the attack, but a good rule of thumb is that a stabbing attack can penetrate armor of at least one level above the material of the weapon.  It may require a decent degree of weapon skill to do this, however, and extremities like the hands and feet seem most vulnerable.  Note that morningstars are actually stabbing weapons with a contact area of 10, and large daggers have the uniquely small contact area of 5 on their stab attack.  Large daggers can thus make effective anti-armor weapons (watch out for those goblin thieves!).  Ranged ammunition and meat preparation knives and forks also have very small contact areas and can punch through armor (with the obvious exception of cleavers).  It should also be noted that the small contact area that allows stabbing attacks to penetrate armor makes them less likely to sever body parts, but since brain death kills everything with a brain, I find that this is not a problem.  &lt;br /&gt;
&lt;br /&gt;
Penetration depth does not have a huge effect on human-sized targets, but for large targets such as giants, dragons, or other various megabeasts it becomes essential if you wish to reach any interesting internal organs (including brains).  The fact that increasing size also renders severs and decapitations significantly more difficult means that stabbing weapons such as spears have a noticeable advantage when fighting large targets such as megabeasts.  Again, aim for the head to get brain shots.  The only exception to this rule is bronze colossi and other large, sturdy randomized beasts without brains or other internal organs to target.  For these, you will simply have to settle for cutting off their heads through many, many hits with a slashing weapon, lumberjack style.  Make sure your axe is stronger than their body tissue!&lt;br /&gt;
&lt;br /&gt;
Robes protect every part of the body except for the head, hands, and feet.  Modded pseudo-adamantine &amp;quot;leather&amp;quot; robes protected perfectly against slashing weapons in arena mode (with the addition of adamantine helm, gauntlets, and boots to cover the remaining body parts), but testing is needed to see if true adamantine robes retain this property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
The current combat AI will always go for headshots while an enemy is unconscious.  Thus, if the enemy is wielding a weapon which cannot penetrate your helmet and you are unconscious, you are completely safe.  Note, of course, that blunt weapons will almost always penetrate eventually (even if they're just punching you).  &lt;br /&gt;
&lt;br /&gt;
Miscellaneous object users wielding two shields had an advantage over miscellaneous object users wielding only one shield.&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shinziril&amp;diff=164352</id>
		<title>User:Shinziril</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shinziril&amp;diff=164352"/>
		<updated>2012-02-19T21:01:33Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat Research ==&lt;br /&gt;
&lt;br /&gt;
I did some !!SCIENCE!!.  Results obtained from 31.18, but should still be valid (the combat system hasn't changed, as far as I can tell).  --[[User:Shinziril|Shinziril]] 04:55, 15 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Fighter and Weapon skills give both increased offense and defense (parrying happens quite a bit if you are more skilled than your opponent).  High Fighter skill is much better than being completely untrained, but is trumped by high Weapon skill (particularly given that Fighter trains at the same time as Weapon skills, and faster to boot).&lt;br /&gt;
&lt;br /&gt;
High Dodging skill is a massive advantage in combat.  If your Dodging skill is above your opponent's weapon skill, you are almost guarenteed to win the fight.  Even if it is only the same or below your opponent's weapon skill level it still gives a noticeable edge.  A recommended training regimen for adventurers is to find a groundhog, monkey, or other small, inoffensive creature, grab it to prevent it from running away, and then let it flail wildly at you while you practice dodging.  Extremely high opposed weapon skill levels seem to decrease the benefit of high Dodging skill levels, but these are rarely encountered in practice.  &lt;br /&gt;
&lt;br /&gt;
Wrestling is near useless when used by the AI.  Its most common maneuver is to grab random body parts or articles of clothing and then release them.  Code that makes people with open hands favor using those to wrestle would likely help here, as then joint locks and gouging would be more common.  As it is, the AI will gouge or execute joint locks if it manages to randomly use hands to grab a relevant body part, but is otherwise not very effective.  It will also attempt to strangle if it grabs the throat (again at random).&lt;br /&gt;
&lt;br /&gt;
In the hands of a player, however, wrestling is vastly powerful.  An unarmed enemy dies horribly versus an armed opponent, and with a free hand, a player can wrestle an enemy's weapon away from them.  Currently, the AI cannot pick weapons off the ground, so this renders the disarmed enemy near harmless.  Even if this is ever corrected, a high enough wrestling skill would still likely allow you to play &amp;quot;keep-away&amp;quot; with the enemy's weapons.  &lt;br /&gt;
&lt;br /&gt;
A player can also go for strangulation, which is highly effective.  A good chokehold takes down any enemy that breathes within a few combat rounds, rendering them entirely helpless and easily killable.  If one has a high enough Ambusher level, it is possible to sneak up to someone without them spotting you, knock them unconscious, and swiftly dispatch them, all while remaining hidden.  Of course, this method does not work on anything significantly larger than you are, or that does not need to breathe, which includes pretty much all night creatures and megabeasts.  &lt;br /&gt;
&lt;br /&gt;
Unarmed combat can work, but it is significantly less effective than an actual weapon.  Most reports of success in Adventure Mode involve combinations of this with wrestling to render enemies unarmed or unconscious.  If you must use unarmed combat, remember to aim for headshots, as unarmed combat is a blunt weapon and shattered skulls/torn brains are the main effective method of getting kills with blunt weapons.  Also, if your skill in unarmed combat becomes high enough, you will start to use it more and more even while wielding an actual weapon (due to either opportunity strikes or your unarmed combat skill being higher than your armed combat skill).&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
The tiers of materials for both weapons and armor are Adamantine &amp;gt; Steel &amp;gt; (Iron = Bronze) &amp;gt; Copper &amp;gt; Silver.  Blunt weapons mostly ignore this tier, and are effective almost no matter what they are made out of so long as its density is significant.  While increasing density makes blunt weapons slightly better, any weapons-grade metal other than adamantine is acceptable for them due to the narrow range of available densities.  Ammunition follows the weapon tiers with the exception that adamantine bolts are too light to do any significant damage.  &lt;br /&gt;
&lt;br /&gt;
Weapon attacks are functionally divided into three categories: blunt attacks, &amp;quot;slashing&amp;quot; attacks, and &amp;quot;stabbing&amp;quot; attacks.  Blunt attacks are obviously any weapons with the BLUNT descriptor.  &amp;quot;Slashing&amp;quot; attacks are edged attacks with a contact area of 50 or greater; it should be noted that this includes the &amp;quot;stab&amp;quot; attack of all swords.  &amp;quot;Stabbing&amp;quot; attacks are edged attacks with a contact area of less than 50 (and preferably a high penetration depth).  In vanilla DF, the largest contact area below 50 is 20 (pikes and spears).  &lt;br /&gt;
&lt;br /&gt;
Blunt attacks seem to ignore armor of the level of iron or below, are somewhat blocked by steel armor, and are often (but not invariably) blocked by adamantine armor.  This seems to be mostly independent of the weapon material.  Blunt weapons are somewhat worse than edged weapons against unarmored opponents due to the lack of bleeding.  Always aim for the head to get crushed skulls and torn brains, as these are the only instant kills easily available with blunt weapons.  &lt;br /&gt;
&lt;br /&gt;
Slashing attacks are almost completely incapable of penetrating armor of the same tier as the weapon or above.  Picks with their higher velocity multiplier seem to be the sole exception to this, and even then the damage mostly consists of bruises and the occasional broken bone, indicating that their normally edged nature is being converted to blunt damage by the armor.  Quite realistic, really.  However, if the slashing weapon's material is of a higher tier than that of the armor, it will cut through the armor like butter.  Note that this means that steel battle axes currently trump any enemy armor in vanilla Fortress Mode, as no enemies of the dwarven race naturally have access to steel armor.  Be warned that this may change once dwarven armor sales to outsiders get tracked properly.  Similarly, bronze or iron armor is sufficient for protection against slashing attacks in Fortress Mode, although steel armor offers mildly superior protection against blunt attacks and is thus still desirable.  &lt;br /&gt;
&lt;br /&gt;
Stabbing attacks can penetrate armor, with the degree of penetration going up as the contact area goes down.  The level of armor that can be penetrated depends on both the material of the armor, the material of the weapon, and the contact area of the attack, but a good rule of thumb is that a stabbing attack can penetrate armor of at least one level above the material of the weapon.  It may require a decent degree of weapon skill to do this, however, and extremities like the hands and feet seem most vulnerable.  Note that morningstars are actually stabbing weapons with a contact area of 10, and large daggers have the uniquely small contact area of 5 on their stab attack.  Large daggers can thus make effective anti-armor weapons (watch out for those goblin thieves!).  Ranged ammunition and meat preparation knives and forks also have very small contact areas and can punch through armor (with the obvious exception of cleavers).  It should also be noted that the small contact area that allows stabbing attacks to penetrate armor makes them less likely to sever body parts, but since brain death kills everything with a brain, I find that this is not a problem.  &lt;br /&gt;
&lt;br /&gt;
Penetration depth does not have a huge effect on human-sized targets, but for large targets such as giants, dragons, or other various megabeasts it becomes essential if you wish to reach any interesting internal organs (including brains).  The fact that increasing size also renders severs and decapitations significantly more difficult means that stabbing weapons such as spears have a noticeable advantage when fighting large targets such as megabeasts.  Again, aim for the head to get brain shots.  The only exception to this rule is bronze colossi and other large, sturdy randomized beasts without brains or other internal organs to target.  For these, you will simply have to settle for cutting off their heads through many, many hits with a slashing weapon, lumberjack style.  Make sure your axe is stronger than their body tissue!&lt;br /&gt;
&lt;br /&gt;
Robes protect every part of the body except for the head, hands, and feet.  Modded pseudo-adamantine &amp;quot;leather&amp;quot; robes protected perfectly against slashing weapons in arena mode (with the addition of adamantine helm, gauntlets, and boots to cover the remaining body parts), but testing is needed to see if true adamantine robes retain this property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
The current combat AI will always go for headshots while an enemy is unconscious.  Thus, if the enemy is wielding a weapon which cannot penetrate your helmet and you are unconscious, you are completely safe.  Note, of course, that blunt weapons will almost always penetrate eventually (even if they're just punching you).  &lt;br /&gt;
&lt;br /&gt;
Miscellaneous object users wielding two shields had an advantage over miscellaneous object users wielding only one shield.&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shinziril&amp;diff=150395</id>
		<title>User:Shinziril</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shinziril&amp;diff=150395"/>
		<updated>2011-06-15T04:55:11Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: Created page with '== Combat Research ==  I did some !!SCIENCE!!.  Results obtained from 31.18, but should still be valid (the combat system hasn't changed, as far as I can tell).  --~~~~   === Ski…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat Research ==&lt;br /&gt;
&lt;br /&gt;
I did some !!SCIENCE!!.  Results obtained from 31.18, but should still be valid (the combat system hasn't changed, as far as I can tell).  --[[User:Shinziril|Shinziril]] 04:55, 15 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Fighter and Weapon skills give both increased offense and defense (parrying happens quite a bit if you are more skilled than your opponent).  High Fighter skill is much better than being completely untrained, but is trumped by high Weapon skill (particularly given that Fighter trains at the same time as Weapon skills, and faster to boot).&lt;br /&gt;
&lt;br /&gt;
High Dodging skill is a massive advantage in combat.  If your Dodging skill is above your opponent's weapon skill, you are almost guarenteed to win the fight.  Even if it is only the same or below your opponent's weapon skill level it still gives a noticeable edge.  A recommended training regimen for adventurers is to find a monkey or similar creature, grab it to prevent it from running away, and then let it flail wildly at you while you practice dodging.  Extremely high opposed weapon skill levels seem to decrease the benefit of high Dodging skill levels, but these are rarely encountered in practice.  &lt;br /&gt;
&lt;br /&gt;
Wrestling is near useless when used by the AI.  Its most common maneuver is to grab random body parts or articles of clothing and then release them.  Code that makes people with open hands favor using those to wrestle would likely help here, as then joint locks and gouging would be more common.  As it is, the AI will gouge or execute joint locks if it manages to randomly use hands to grab a relevant body part, but is otherwise not very effective.  It will also attempt to strangle if it grabs the throat (again at random).&lt;br /&gt;
&lt;br /&gt;
In the hands of a player, however, wrestling is vastly powerful.  An unarmed enemy dies horribly versus an armed opponent, and with a free hand, a player can wrestle an enemy's weapon away from them.  Currently, the AI cannot pick weapons off the ground, so this renders the disarmed enemy near harmless.  Even if this is ever corrected, a high enough wrestling skill would still likely allow you to play &amp;quot;keep-away&amp;quot; with the enemy's weapons.  &lt;br /&gt;
&lt;br /&gt;
A player can also go for strangulation, which is highly effective.  A good chokehold takes down any enemy that breathes within a few combat rounds, rendering them entirely helpless and easily killable.  If one has a high enough Ambusher level, it is possible to sneak up to someone without them spotting you, knock them unconscious, and swiftly dispatch them, all while remaining hidden.  Of course, this method does not work on anything significantly larger than you are, or that does not need to breathe, which includes pretty much all night creatures and megabeasts.  &lt;br /&gt;
&lt;br /&gt;
Unarmed combat can work, but it is significantly less effective than an actual weapon.  Most reports of success in Adventure Mode involve combinations of this with wrestling to render enemies unarmed or unconscious.  If you must use unarmed combat, remember to aim for headshots, as unarmed combat is a blunt weapon and shattered skulls/torn brains are the main effective method of getting kills with blunt weapons.  Also, if your skill in unarmed combat becomes high enough, you will start to use it more and more even while wielding an actual weapon (due to either opportunity strikes or your unarmed combat skill being higher than your armed combat skill).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
The tiers of materials for both weapons and armor are Adamantine &amp;gt; Steel &amp;gt; (Iron = Bronze) &amp;gt; Copper &amp;gt; Silver.  Blunt weapons mostly ignore this tier, and are effective almost no matter what they are made out of so long as its density is significant.  While increasing density makes blunt weapons slightly better, any weapons-grade metal other than adamantine is acceptable for them due to the narrow range of available densities.  Ammunition follows the weapon tiers with the exception that adamantine bolts are too light to do any significant damage.  &lt;br /&gt;
&lt;br /&gt;
Weapon attacks are functionally divided into three categories: blunt attacks, &amp;quot;slashing&amp;quot; attacks, and &amp;quot;stabbing&amp;quot; attacks.  Blunt attacks are obviously any weapons with the BLUNT descriptor.  &amp;quot;Slashing&amp;quot; attacks are edged attacks with a contact area of 50 or greater; it should be noted that this includes the &amp;quot;stab&amp;quot; attack of all swords.  &amp;quot;Stabbing&amp;quot; attacks are edged attacks with a contact area of less than 50 (and preferably a high penetration depth).  In vanilla DF, the largest contact area below 50 is 20 (pikes and spears).  &lt;br /&gt;
&lt;br /&gt;
Blunt attacks seem to ignore armor of the level of iron or below, are somewhat blocked by steel armor, and are often (but not invariably) blocked by adamantine armor.  This seems to be mostly independent of the weapon material.  Blunt weapons are somewhat worse than edged weapons against unarmored opponents due to the lack of bleeding.  Always aim for the head to get crushed skulls and torn brains, as these are the only instant kills easily available with blunt weapons.  &lt;br /&gt;
&lt;br /&gt;
Slashing attacks are almost completely incapable of penetrating armor of the same tier as the weapon or above.  Picks with their higher velocity multiplier seem to be the sole exception to this, and even then the damage mostly consists of bruises and the occasional broken bone, indicating that their normally edged nature is being converted to blunt damage by the armor.  Quite realistic, really.  However, if the slashing weapon's material is of a higher tier than that of the armor, it will cut through the armor like butter.  Note that this means that steel battle axes currently trump any enemy armor in vanilla Fortress Mode, as no enemies of the dwarven race naturally have access to steel armor.  Be warned that this may change once dwarven armor sales to outsiders get tracked properly.  Similarly, bronze or iron armor is sufficient for protection against slashing attacks in Fortress Mode, although steel armor offers mildly superior protection against blunt attacks and is thus still desirable.  &lt;br /&gt;
&lt;br /&gt;
Stabbing attacks can penetrate armor, with the degree of penetration going up as the contact area goes down.  The level of armor that can be penetrated depends on both the material of the armor, the material of the weapon, and the contact area of the attack, but a good rule of thumb is that a stabbing attack can penetrate armor of at least one level above the material of the weapon.  It may require a decent degree of weapon skill to do this, however, and extremities like the hands and feet seem most vulnerable.  Note that morningstars are actually stabbing weapons with a contact area of 10, and large daggers have the uniquely small contact area of 5 on their stab attack.  Large daggers can thus make effective anti-armor weapons (watch out for those goblin thieves!).  Ranged ammunition and meat preparation knives and forks also have very small contact areas and can punch through armor (with the obvious exception of cleavers).  It should also be noted that the small contact area that allows stabbing attacks to penetrate armor makes them less likely to sever body parts, but since brain death kills everything with a brain, I find that this is not a problem.  &lt;br /&gt;
&lt;br /&gt;
Penetration depth does not have a huge effect on human-sized targets, but for large targets such as giants, dragons, or other various megabeasts it becomes essential if you wish to reach any interesting internal organs (including brains).  The fact that increasing size also renders severs and decapitations significantly more difficult means that stabbing weapons such as spears have a noticeable advantage when fighting large targets such as megabeasts.  Again, aim for the head to get brain shots.  The only exception to this rule is bronze colossi and other large, sturdy randomized beasts without brains or other internal organs to target.  For these, you will simply have to settle for cutting off their heads through many, many hits with a slashing weapon, lumberjack style.  Make sure your axe is stronger than their body tissue!&lt;br /&gt;
&lt;br /&gt;
Robes protect every part of the body except for the head, hands, and feet.  Modded pseudo-adamantine &amp;quot;leather&amp;quot; robes protected perfectly against slashing weapons in arena mode (with the addition of adamantine helm, gauntlets, and boots to cover the remaining body parts), but testing is needed to see if true adamantine robes retain this property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
The current combat AI will always go for headshots while an enemy is unconscious.  Thus, if the enemy is wielding a weapon which cannot penetrate your helmet and you are unconscious, you are completely safe.  Note, of course, that blunt weapons will almost always penetrate eventually (even if they're just punching you).  &lt;br /&gt;
&lt;br /&gt;
Miscellaneous object users wielding two shields had an advantage over miscellaneous object users wielding only one shield.&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:MrFake/TwoStepAlternatingRepeater&amp;diff=63037</id>
		<title>User talk:MrFake/TwoStepAlternatingRepeater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:MrFake/TwoStepAlternatingRepeater&amp;diff=63037"/>
		<updated>2010-02-13T04:24:15Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: Created page with 'It makes sense that short-trigger devices stay in the ON state permanently or near-permanently.  If you examine the state of the pressure plate in a thought experiment, it stays …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It makes sense that short-trigger devices stay in the ON state permanently or near-permanently.  If you examine the state of the pressure plate in a thought experiment, it stays ON for 100 steps after having its water removed, then switches to OFF, toggling the pump above . . . and replacing the water on the plate within a very few steps (probably less than 3), setting it immediately back to ON.  --[[User:Shinziril|Shinziril]] 04:24, 13 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Shinziril&amp;diff=62219</id>
		<title>User talk:Shinziril</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Shinziril&amp;diff=62219"/>
		<updated>2010-02-02T05:30:25Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: Created page with 'Edited all stone pages to include whether major stones were found as veins, large clusters, or small clusters.  Also created an igneous extrusive stone list template to match the…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Edited all stone pages to include whether major stones were found as veins, large clusters, or small clusters.  Also created an igneous extrusive stone list template to match the similar ones (they all had the exact same ores and stones anyway, so it made even more sense than usual).  And this is only my first day!  Whee! --[[User:Shinziril|Shinziril]] 05:30, 2 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Slate&amp;diff=62218</id>
		<title>40d:Slate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Slate&amp;diff=62218"/>
		<updated>2010-02-02T05:27:53Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Slate|tile=%|color=#888|basic_color=#888&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* Cinnabar (Veins)&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
'''Slate''' is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slate&amp;quot; is also the name of the second month of the dwarven [[calendar]], covering mid Spring.&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Schist&amp;diff=62217</id>
		<title>40d:Schist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Schist&amp;diff=62217"/>
		<updated>2010-02-02T05:27:33Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Schist|tile=`|color=#880|basic_color=#880&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* [[Graphite]] (Small Clusters)&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
Schist is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quartzite&amp;diff=62216</id>
		<title>40d:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quartzite&amp;diff=62216"/>
		<updated>2010-02-02T05:27:13Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Quartzite|tile=-|color=#FFF|basic_color=#FFF&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* Cinnabar (Veins)&lt;br /&gt;
* [[Graphite]] (Small Clusters)&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quartzite is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marble&amp;diff=62215</id>
		<title>40d:Marble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marble&amp;diff=62215"/>
		<updated>2010-02-02T05:26:20Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Marble|tile=▓|color=#FFF|basic_color=#FFF&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Malachite]] (Veins)&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* [[Graphite]] (Small Clusters)&lt;br /&gt;
* [[Calcite]] (Small Clusters)&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Marble''' is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
Marble is the only [[metamorphic layer|metamorphic rock]] that also can be used as a [[flux]] [[stone]].  Like other [[flux]] stones, it has a [[Material value]] of 2, which makes it worth twice a much as generic stone as a material for [[construction]], [[craft]]s, [[furniture]], and other stone-related items. If you intend to use it in this manner, remember to turn it &amp;quot;on&amp;quot; in the [[economic stone|z-stone]] menu.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gneiss&amp;diff=62214</id>
		<title>40d:Gneiss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gneiss&amp;diff=62214"/>
		<updated>2010-02-02T05:25:46Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gneiss is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
{{Stone_layer|name=Gneiss|tile=&amp;amp;#61;|color=#FFF|basic_color=#FFF&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native silver]] (Veins)&lt;br /&gt;
:*[[Horn silver]] (Small Clusters)&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* [[Graphite]] (Small Clusters)&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=62211</id>
		<title>40d:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=62211"/>
		<updated>2010-02-02T05:22:41Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Obsidian|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Sword]]s&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|igneous extrusive stone}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Obsidian.jpg|left|thumb|Obsidian]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Obsidian''' is one of the types of [[stone]]* that forms entire [[stone#Stones forming entire layers |layer]]s.  Obsidian is typically present in large quantities on maps with [[magma pool]]s or [[magma pipe]]s.  It is always found surrounding these features, varying between 2-5 tiles thick, on every layer of the magma plus often above and below.  &amp;lt;br /&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;sup&amp;gt;''(* technically volcanic glass in [[Acronyms|RL]].)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is considered an [[economic stone]] and, with a [[material value]] of 3, is 50% more valuable than [[flux]] (material value 2) and triple the value of average [[stone]] (material value 1), yielding the highest-[[value]] stone [[furniture]] and [[finished goods]]. In order to use it for anything other than weapons, it needs to be turned on (to green) on the stone management portion of the [[Status|z-status screen]] via ({{key|z}}, {{key|stone}}).&lt;br /&gt;
&lt;br /&gt;
Obsidian is the only stone that can be used to make [[weapon|short swords]] (which also requires a [[wood]] log) at a [[craftsdwarf's workshop]] using the [[stonecrafter]] skill.  The [[damage]] of an obsidian weapon is the same as for a [[steel]] [[weapon]] of the same [[quality]].{{v|0.28.181.40d}}  &lt;br /&gt;
&lt;br /&gt;
====Other sources of obsidian====&lt;br /&gt;
Obsidian is produced whenever magma and water are mixed, which is done intentionally in dwarven [[obsidian farming]].  Also, [[goblin]] towers are made of obsidian and can be mined to produce large quantities of it.  Lastly, [[Magma man|Magma men]] become a single, usable obsidian stone when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhyolite&amp;diff=62210</id>
		<title>40d:Rhyolite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhyolite&amp;diff=62210"/>
		<updated>2010-02-02T05:20:33Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Rhyolite|tile=,|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|igneous extrusive stone}}&lt;br /&gt;
}}&lt;br /&gt;
Rhyolite is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
It is currently{{v|0.28.181.40d}} identical in all ways to 3 of the other 4 igneous extrusive stones: [[andesite]], [[basalt]], and [[felsite]] ([[obsidian]] being the sole exception).&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Felsite&amp;diff=62209</id>
		<title>40d:Felsite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Felsite&amp;diff=62209"/>
		<updated>2010-02-02T05:20:08Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Felsite|tile=.|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|igneous extrusive stone}}&lt;br /&gt;
}}&lt;br /&gt;
'''Felsite''' is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
It is currently{{v|0.28.181.40d}} identical in all ways to 3 of the other 4 igneous extrusive stones: [[andesite]], [[basalt]], and [[rhyolite]] ([[obsidian]] being the sole exception).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felsite&amp;quot; is also the name of the third month of the dwarven [[calendar]], covering late Spring.&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Basalt&amp;diff=62208</id>
		<title>40d:Basalt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Basalt&amp;diff=62208"/>
		<updated>2010-02-02T05:19:28Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Basalt|tile=#|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|igneous extrusive stone}}&lt;br /&gt;
}}&lt;br /&gt;
Basalt is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
It is currently{{v|0.28.181.40d}} nearly identical in all ways to 3 of the other 4 igneous extrusive stones: [[andesite]], [[felsite]], and [[rhyolite]] ([[obsidian]] being the sole exception).  The sole distinction between the four is that basalt is one of two stones that may contain [[sunstone]]s.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Andesite&amp;diff=62207</id>
		<title>40d:Andesite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Andesite&amp;diff=62207"/>
		<updated>2010-02-02T05:18:40Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Andesite|tile=∞|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|igneous extrusive stone}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Andesite is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
It is currently {{v|0.28.181.40d}}  identical in all ways to 3 of the other 4 igneous extrusive stones: [[basalt]], [[felsite]], and [[rhyolite]] ([[obsidian]] being the sole exception).&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Granite&amp;diff=62204</id>
		<title>40d:Granite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Granite&amp;diff=62204"/>
		<updated>2010-02-02T05:08:01Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Granite|tile=▓|color=#CCC|basic_color=#CCC|color2=#000&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native gold]] (Veins)&lt;br /&gt;
* [[Native silver]] (Veins)&lt;br /&gt;
:* [[Horn silver]] (Small Clusters)&lt;br /&gt;
* [[Galena]] (Veins)&lt;br /&gt;
* [[Cassiterite]] (Veins)&lt;br /&gt;
* [[Tetrahedrite]] (Veins)&lt;br /&gt;
* [[Bismuthinite]] (Small Clusters)&lt;br /&gt;
* Cryolite (Small Clusters)&lt;br /&gt;
* Rutile (Small Clusters)&lt;br /&gt;
* Pyrolusite (Small Clusters)&lt;br /&gt;
* Pitchblende (Small Clusters)&lt;br /&gt;
* Hornblende (Small Clusters)&lt;br /&gt;
* Orthoclase (Large Clusters)&lt;br /&gt;
* Microcline (Large Clusters)&lt;br /&gt;
* Mica (Large Clusters)&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
* Schorl&lt;br /&gt;
* Clear tourmaline{{list|igneous intrusive ornamental gem}}&lt;br /&gt;
'''Semi-precious gems'''&lt;br /&gt;
* Indigo tourmaline&lt;br /&gt;
* Green tourmaline&lt;br /&gt;
* Red tourmaline&lt;br /&gt;
* Blue garnet&lt;br /&gt;
* Pink garnet&lt;br /&gt;
* Pink tourmaline&lt;br /&gt;
* Honey yellow beryl&lt;br /&gt;
* Violet Spessartine&lt;br /&gt;
* Yellow spessartine&lt;br /&gt;
* Kunzite&lt;br /&gt;
* Topaz&lt;br /&gt;
* Clear garnet&lt;br /&gt;
{{list|granite-schist-marble semi-precious-gem}}&lt;br /&gt;
{{list|igneous intrusive semi-precious gem}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Granite''' is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.  Granite layers are the sole source of [[bismuthinite]] and [[cassiterite]].  It tends to be one of the more productive of the stone layers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Granite&amp;quot; is also the name of the first month of the dwarven [[calendar]], covering early Spring.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=62202</id>
		<title>40d:Gabbro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=62202"/>
		<updated>2010-02-02T05:06:01Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Gabbro|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Garnierite]] (Veins)&lt;br /&gt;
* [[Native gold]] (Veins)&lt;br /&gt;
* [[Tetrahedrite]] (Veins)&lt;br /&gt;
* [[Olivine]] (Large Clusters)&lt;br /&gt;
:* [[Native platinum]] (Veins or Small Clusters)&lt;br /&gt;
:* Serpentine (Small Clusters)&lt;br /&gt;
:* Chromite (Veins)&lt;br /&gt;
* [[Kimberlite]] (Veins)&lt;br /&gt;
* Ilmenite (Small Clusters)&lt;br /&gt;
* Pyrolusite (Small Clusters)&lt;br /&gt;
* Hornblende (Small Clusters)&lt;br /&gt;
* Orthoclase (Large Clusters)&lt;br /&gt;
* Microcline (Large Clusters)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gabbro is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.  &lt;br /&gt;
&lt;br /&gt;
Gabbro is the only stone that contains [[kimberlite]], which is the only stone that contains [[gems|diamonds]]. Gabbro is also the only stone to contain [[Garnierite]], the ore of [[Nickel]], necessary for some magma-proof metals.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Diorite&amp;diff=62201</id>
		<title>40d:Diorite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Diorite&amp;diff=62201"/>
		<updated>2010-02-02T05:02:48Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Diorite|tile=░|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native gold]] (Veins)&lt;br /&gt;
* [[Tetrahedrite]] (Veins)&lt;br /&gt;
* Pyrolusite (Small Clusters)&lt;br /&gt;
* Hornblende (Small Clusters)&lt;br /&gt;
* Orthoclase (Large Clusters)&lt;br /&gt;
* Microcline (Large Clusters)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Diorite is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sandstone&amp;diff=62200</id>
		<title>40d:Sandstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sandstone&amp;diff=62200"/>
		<updated>2010-02-02T05:00:40Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|tile=#|color=#880|basic_color=#880|color2=#CCC|name=Sandstone|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native copper]] (Veins){{list|sedimentary ore}}{{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
'''Sandstone''' is a sedimentary [[layer]] of stone. It can sometimes contain an [[aquifer]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sandstone&amp;quot; is also the name of the eighth month of the dwarven [[calendar]], covering mid-Fall.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sandstone.jpg|left|thumb|Sandstone]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Limestone&amp;diff=62199</id>
		<title>40d:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Limestone&amp;diff=62199"/>
		<updated>2010-02-02T04:59:53Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Limestone|tile=▓|color=#FFF|basic_color=#FFF|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Galena]] (Veins)&lt;br /&gt;
* [[Malachite]] (Veins) {{list|sedimentary ore}}&lt;br /&gt;
* [[Calcite]] (Small Clusters) {{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
Limestone has a benefit over other [[Sedimentary_layer|Sedimentary rocks]] in that it is also a [[flux]] material. It is also the only sedimentary [[layer]] to contain either of [[galena]] or [[malachite]].  &lt;br /&gt;
&lt;br /&gt;
As a rule, limestone tends to be more profitable in terms of ores and gems than the average layer stone, which make it ideal for [[exploratory mining]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Limestone&amp;quot; is also the name of the seventh month of the dwarven [[calendar]], covering early Fall.&lt;br /&gt;
&lt;br /&gt;
[[Image:Limestone.jpg|left|thumb|Limestone]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dolomite&amp;diff=62198</id>
		<title>40d:Dolomite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dolomite&amp;diff=62198"/>
		<updated>2010-02-02T04:59:15Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dolomite is a type of [[sedimentary]] [[stone]] that is usable as a [[flux]] material in the production of [[steel]].&lt;br /&gt;
&lt;br /&gt;
{{Stone_layer|name=Dolomite|tile=`|color=#FFF|basic_color=#FFF|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Talc (Large Clusters) {{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=62197</id>
		<title>40d:Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=62197"/>
		<updated>2010-02-02T04:58:50Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Conglomerate|tile=∞|color=#880|basic_color=#880|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Puddingstone (Large Clusters){{list|sedimentary stone}}}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rock_salt&amp;diff=62191</id>
		<title>40d:Rock salt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rock_salt&amp;diff=62191"/>
		<updated>2010-02-02T04:51:47Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Rock salt|tile=#|color=#FFF|basic_color=#FFF|color2=#CCC&lt;br /&gt;
|uses cheese&lt;br /&gt;
&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Borax (Small Clusters)&lt;br /&gt;
* Sylvite (Large Clusters) {{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
'''Rock salt''' is a [[Sedimentary layer]]. It can contain large clusters of [[Magnetite]] as well as veins of [[Bituminous coal]]. Being ''salt'', it is very likely that your dwarves will grind small bits of it up to put on or in their food, even if you don't get told this explicitly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rock_Salt.jpg|left|thumb|Rock salt]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Limestone&amp;diff=62190</id>
		<title>40d:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Limestone&amp;diff=62190"/>
		<updated>2010-02-02T04:49:51Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Limestone|tile=▓|color=#FFF|basic_color=#FFF|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Galena]] (Vein)&lt;br /&gt;
* [[Malachite]] (Vein) {{list|sedimentary ore}}&lt;br /&gt;
* [[Calcite]] (Small Cluster) {{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
Limestone has a benefit over other [[Sedimentary_layer|Sedimentary rocks]] in that it is also a [[flux]] material. It is also the only sedimentary [[layer]] to contain either of [[galena]] or [[malachite]].  &lt;br /&gt;
&lt;br /&gt;
As a rule, limestone tends to be more profitable in terms of ores and gems than the average layer stone, which make it ideal for [[exploratory mining]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Limestone&amp;quot; is also the name of the seventh month of the dwarven [[calendar]], covering early Fall.&lt;br /&gt;
&lt;br /&gt;
[[Image:Limestone.jpg|left|thumb|Limestone]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dolomite&amp;diff=62189</id>
		<title>40d:Dolomite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dolomite&amp;diff=62189"/>
		<updated>2010-02-02T04:48:22Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dolomite is a type of [[sedimentary]] [[stone]] that is usable as a [[flux]] material in the production of [[steel]].&lt;br /&gt;
&lt;br /&gt;
{{Stone_layer|name=Dolomite|tile=`|color=#FFF|basic_color=#FFF|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Talc (Large Cluster) {{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=62188</id>
		<title>40d:Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=62188"/>
		<updated>2010-02-02T04:45:11Z</updated>

		<summary type="html">&lt;p&gt;Shinziril: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Conglomerate|tile=∞|color=#880|basic_color=#880|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Puddingstone (Large Cluster){{list|sedimentary stone}}}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shinziril</name></author>
	</entry>
</feed>