<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TaintedMustard</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=TaintedMustard"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/TaintedMustard"/>
	<updated>2026-04-15T23:18:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=132388</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=132388"/>
		<updated>2010-11-25T19:14:16Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by exclamation marks, like !!THIS!!. Fire will burn anything it touches, with the exception of stones, metals, and water.&lt;br /&gt;
&lt;br /&gt;
A few ways in which fires can be started:&lt;br /&gt;
*{{L|Dragon}}s breathe dragonfire, which can set things on fire, at anything hostile they see. The fire spreads out in a conical shape and burns anything it touches.&lt;br /&gt;
*A {{L|Fire imp}} can throw fireballs, which may set things alight.&lt;br /&gt;
*{{L|Magma}} can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*Some Demons and Forgotten Beasts can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Megabeasts]] can be composed out of flames, spreading fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a !!{{L|Dwarf}}!!) catches on fire and then moves up or down. Digging channels, therefore, is one way to stop the spread of fire in fortress mode. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=132387</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=132387"/>
		<updated>2010-11-25T19:13:37Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by exclamation marks, like !!THIS!!. Fire will burn anything it touches, with the exception of stones, metals, and water.&lt;br /&gt;
&lt;br /&gt;
A few ways in which fires can be started:&lt;br /&gt;
*{{L|Dragon}}s breathe dragonfire, which can set things on fire, at anything hostile they see. The fire spreads out in a conical shape and burns anything it touches.&lt;br /&gt;
*A {{L|Fire imp}} can throw fireballs, which may set things alight.&lt;br /&gt;
*{{L|Magma}} can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*Some Demons and Forgotten Beasts can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Megabeasts]] can be composed out of flames, spreading fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a !!{{L|Dwarf}}!!) catches on fire and then moves up or down. Digging channels, therefore, is one way to stop the spread of fire in fortress mode. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Communal.gif&amp;diff=132230</id>
		<title>File talk:Communal.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Communal.gif&amp;diff=132230"/>
		<updated>2010-11-22T23:45:17Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this a picture of? - [[User:Met|Met]] 03:00, 9 June 2009 (UTC)&lt;br /&gt;
:Beds,Coffers, and Cabinets. Its a design for communal bedrooms [[User:AKAfreaky|AKAfreaky]] 18:52, 9 July 2009 (UTC)&lt;br /&gt;
I honestly lol'd. [[Special:Contributions/67.193.111.117|67.193.111.117]] 18:46, 9 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very ugly, but also quite dwarfy. [[User:TaintedMustard|TaintedMustard]] 23:45, 22 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Size&amp;diff=132190</id>
		<title>v0.31:Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Size&amp;diff=132190"/>
		<updated>2010-11-22T11:03:11Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
How &amp;quot;big&amp;quot; the {{L|creature}} is, measured in &amp;lt;s&amp;gt;grams&amp;lt;/s&amp;gt; centimetres cubed.  '''Size''' determines what kind of equipment a creature can wear, how much {{L|damage}} they can absorb, how much damage they can inflict in melee and how much is yielded from {{L|butcher}}ing.  Size is inherited through the new genetics system.&lt;br /&gt;
&lt;br /&gt;
The default size set for a dwarf is 3000, 15000, 60000, being the sizes as a baby, child and adult respectively.&lt;br /&gt;
&lt;br /&gt;
Also, '''Size''' and {{L|material}} determines item's weight (e.g. iron mace weighs ~ 6.2kg, copper halberd ~ 10.7kg etc.) and, therefore, determines inflicted damage.&lt;br /&gt;
&lt;br /&gt;
Changing this too much can lead to {{L|fun}}.&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=132145</id>
		<title>v0.31:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=132145"/>
		<updated>2010-11-21T17:41:15Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Scarring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default* colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''(* The [[color]] of wounds can be changed in {{L|Init.txt}}.)''&lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the hospital permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to {{L|haul}} items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate {{L|screw pump}}s.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
&lt;br /&gt;
The new cyan &amp;quot;Function loss&amp;quot; appears to be impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, signalling failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the specific dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. &lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to heal nerve damage, go into the raw, find the tissue_template_default and set [HEALING_RATE:100] to the NERVE_TEMPLATE.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarves who sustain major injuries may never fully heal—the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. This may result in notes in the {{L|Health screen}} such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. It is unknown what effect this has.  &amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt;&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=131955</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=131955"/>
		<updated>2010-11-18T12:58:43Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring—and what fun is that?  Therefore, DF = losing, DF = fun =&amp;gt; DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[Giant Cave Spider]]s and [[Blind Cave Ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}}—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshops]]).&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately—create a civilian alert and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''\&lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a trantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}} and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Winning&amp;diff=131954</id>
		<title>Winning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Winning&amp;diff=131954"/>
		<updated>2010-11-18T12:49:09Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: Redirected page to DF2010:Losing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Losing]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lake&amp;diff=122695</id>
		<title>v0.31:Lake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lake&amp;diff=122695"/>
		<updated>2010-07-27T17:13:23Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:19, 14 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''lake''' is a {{L|biome}}; it is a large area covered with {{L|water}}. Lakes can be filled with freshwater, saltwater or brackish water. Lakes have slopes leading into the water, making them ideal for learning how to swim in adventure mode.&lt;br /&gt;
&lt;br /&gt;
The settings you choose during {{L|World generation}} have a large impact on how many lakes will be formed. For example, a Large Island world will typically have many fewer lakes than a Large Region world.&lt;br /&gt;
&lt;br /&gt;
There are six types of lakes, divided by climate and the salinity of the water. They are listed in the following table:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Brackish water'''||'''Freshwater'''||'''Saltwater'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Temperate'''||Temperate brackish lake ||Temperate freshwater lake||Temperate saltwater lake &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Tropical'''||Tropical brackish lake ||Tropical freshwater lake ||Tropical saltwater lake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
&lt;br /&gt;
=== Temperate lakes ===&lt;br /&gt;
&lt;br /&gt;
==== Freshwater ====&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Carp}}  &lt;br /&gt;
* {{L|Longnose gar}}&lt;br /&gt;
* {{L|Pike}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Black bullhead}}&lt;br /&gt;
* {{L|Brown bullhead}}&lt;br /&gt;
* {{L|Char}}&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
* {{L|Perch}}&lt;br /&gt;
* {{L|Rainbow trout}}&lt;br /&gt;
* {{L|Sailfin molly}}&lt;br /&gt;
* {{L|Yellow bullhead}}&lt;br /&gt;
&lt;br /&gt;
==== Saltwater ====&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
* {{L|Sailfin molly}}&lt;br /&gt;
&lt;br /&gt;
==== Brackish water ====&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Longnose gar}}&lt;br /&gt;
* {{L|Pike}}&lt;br /&gt;
* {{L|Sea lamprey }}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
* {{L|Sailfin molly}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical lakes ===&lt;br /&gt;
&lt;br /&gt;
==== Freshwater ====&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
    &lt;br /&gt;
* {{L|Carp}}&lt;br /&gt;
* {{L|Hippo}}&lt;br /&gt;
* {{L|Milkfish}}&lt;br /&gt;
* {{L|Stingray}}&lt;br /&gt;
* {{L|Tigerfish}}&lt;br /&gt;
* {{L|Leechman}} (only in {{L|Surroundings#Savage|savage}} areas}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
   &lt;br /&gt;
* {{L|Banded knifefish}}&lt;br /&gt;
* {{L|Guppy}}&lt;br /&gt;
* {{L|Lungfish}}&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
&lt;br /&gt;
==== Saltwater &amp;amp; brackish water====&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Hippo}}&lt;br /&gt;
* {{L|Milkfish}}&lt;br /&gt;
* {{L|Stingray}}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Guppy}}&lt;br /&gt;
* {{L|Lungfish}}&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Extracts&amp;diff=122677</id>
		<title>v0.31:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Extracts&amp;diff=122677"/>
		<updated>2010-07-27T15:41:06Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Butcher's shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Extracts''' is an entry in your z-menus 'stocks' section. This entry sums up an odd collection of items, some of which are derived from animals, some from plants.&lt;br /&gt;
&lt;br /&gt;
==Producing extracts==&lt;br /&gt;
A variety of buildings allow you to produce extracts:&lt;br /&gt;
&lt;br /&gt;
===Butcher's shop===&lt;br /&gt;
{{main|Butcher's shop}}&lt;br /&gt;
Certain {{L|vermin}} will yield extracts at the butcher's shop by using the {{k|e}}xtract from a dead animal task. Requires a living caged animal, a glass {{L|vial}} (metal flasks will not work), and a dwarf with the [[Animal dissector|small animal dissection]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
*{{L|Fire snake}}s create {{L|liquid fire}}&lt;br /&gt;
*{{L|Phantom spider}}s create {{L|venom}}&lt;br /&gt;
*{{L|Cave spider}}s create {{L|venom}}&lt;br /&gt;
&lt;br /&gt;
===Farmer's workshop===&lt;br /&gt;
{{main|Farmer's workshop}}&lt;br /&gt;
With the appropriate caged animal and a {{L|milker}}, barrels and buckets you can produce milk at the farmer's workshop.&lt;br /&gt;
* Live (untamed) {{L|purring maggot}}s create {{L|Dwarven milk}}, worth 50☼ per unit&lt;br /&gt;
&lt;br /&gt;
[[Golden salve]] can be created from [[valley herb]]s, requiring a [[vial]] and a dwarf with the [[plant processing]] labor enabled:&lt;br /&gt;
* 1 Valley herb makes 5 units of Golden salve, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarven syrup}} is can be created via &amp;quot;Process plants (barrel)&amp;quot;&lt;br /&gt;
* 1 {{L|Sweet pod}} makes 5 Dwarven Syrup, worth 20☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Still===&lt;br /&gt;
{{main|Still}}&lt;br /&gt;
[[Gnomeblight]] can be created from [[Kobold bulb]]s at a still via &amp;quot;Extract plant essence&amp;quot;, requiring a [[vial]] and a dwarf with the [[Plant Gathering]] labor enabled:&lt;br /&gt;
* 1 Kobold bulb makes 5 units of Gnomeblight, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Fishery===&lt;br /&gt;
{{main|Fishery}}&lt;br /&gt;
With a living caged fish and a [[fish dissector]], you can get extracts from our aquatic neighbors.&lt;br /&gt;
* 1 {{L|Moghopper}} makes five units of [[Mog Juice]], worth 50☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Import only===&lt;br /&gt;
Currently, there are some extracts that cannot be produced on site and need to be imported.&lt;br /&gt;
&lt;br /&gt;
These 3 can be used for cooking or turned into cheese:&lt;br /&gt;
&lt;br /&gt;
*{{L|Cow}}'s milk&lt;br /&gt;
*{{L|One-humped Camel}}'s milk&lt;br /&gt;
*{{L|Two-humped Camel}}'s milk&lt;br /&gt;
&lt;br /&gt;
Various types of [[venom]] can also be purchased, but currently have no use:&lt;br /&gt;
*{{L|Snakeman}} Venom&lt;br /&gt;
*{{L|Giant desert scorpion}} Venom&lt;br /&gt;
*{{L|Giant cave spider}} Venom&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Milk}}&lt;br /&gt;
*{{L|Venom}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts| ]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=122676</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=122676"/>
		<updated>2010-07-27T15:39:50Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Tips for an Effective Hospital */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the {{l|Chief Medical Dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite hurt animals &amp;quot;requesting&amp;quot; diagnosis in the {{l|Health screen|z-health screen}}. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis Job creation)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|hp}}) in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}) to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which '''will''' kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones require additional medical peripherals/devices to be properly treated.&lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under &amp;quot;other stones&amp;quot; should also be selected. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.  Fixed in .31.07 {{bug|318}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital. {{verify}}&lt;br /&gt;
* Doctors who try to apply a cast to an injured dwarf can get stuck at the water source when getting water for the cast, never being able to fill the bucket, resulting in an untreatable dwarf.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Surgeon&amp;diff=122675</id>
		<title>v0.31:Surgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Surgeon&amp;diff=122675"/>
		<updated>2010-07-27T15:37:39Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Surgeon&lt;br /&gt;
| profession = Doctor&lt;br /&gt;
| job name   = Surgery&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Surgery on injured dwarfs&lt;br /&gt;
| attributes =&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A dwarf with the '''surgery''' skill is called a '''surgeon'''.&lt;br /&gt;
&lt;br /&gt;
The patient must be at rest to perform surgery. If the patient is not at rest, the surgeon will cancel surgery. The patient will stop resting when he gets too hungry or thirsty.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Surgery still has a few bugs that occasionally result in surgery never being finished. Historically, surgery was a &amp;quot;useless&amp;quot; skill that would perform no function in versions prior to 0.31.04, but many of these have been fixed. Surgery is essential for treating badly wounded dwarves and is an essential part of Dwarven Healthcare.  {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=122674</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=122674"/>
		<updated>2010-07-27T15:36:47Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Setting up a Hospital */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the {{l|Chief Medical Dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite hurt animals &amp;quot;requesting&amp;quot; diagnosis in the {{l|Health screen|z-health screen}}. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis Job creation)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|hp}}) in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}) to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so increases the risk of infection, which '''will''' kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodfountainthegushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting Dwarves to only use the Recover Wounded, Bring Food and Water labours. &lt;br /&gt;
** It is important not to distract doctors for treating patients. &lt;br /&gt;
** Food &amp;amp; Water are low priority jobs, it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
**Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle - if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones require additional medical peripherals/devices to be properly treated.&lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under &amp;quot;other stones&amp;quot; should also be selected. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.  Fixed in .31.07 {{bug|318}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital. {{verify}}&lt;br /&gt;
* Doctors who try to apply a cast to an injured dwarf can get stuck at the water source when getting water for the cast, never being able to fill the bucket, resulting in an untreatable dwarf.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=122673</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=122673"/>
		<updated>2010-07-27T15:34:30Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Casts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the {{l|Chief Medical Dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite hurt animals &amp;quot;requesting&amp;quot; diagnosis in the {{l|Health screen|z-health screen}}. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis Job creation)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labours enabled through {{k|v}}-{{k|hp}}) in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital plus a few spare that will be occupied by lazy couch-surfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}); to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for Surgeons to perform surgery on. You may perform surgery without tables; it will be &amp;quot;more messy.&amp;quot;&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot;-spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so increases the risk of infection, which '''will''' kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodfountainthegushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting Dwarves to only use the Recover Wounded, Bring Food and Water labours. &lt;br /&gt;
** It is important not to distract doctors for treating patients. &lt;br /&gt;
** Food &amp;amp; Water are low priority jobs, it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
**Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle - if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones require additional medical peripherals/devices to be properly treated.&lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under &amp;quot;other stones&amp;quot; should also be selected. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.  Fixed in .31.07 {{bug|318}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital. {{verify}}&lt;br /&gt;
* Doctors who try to apply a cast to an injured dwarf can get stuck at the water source when getting water for the cast, never being able to fill the bucket, resulting in an untreatable dwarf.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=122273</id>
		<title>v0.31:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=122273"/>
		<updated>2010-07-23T09:31:52Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Dwarves in {{L|strange mood|strange moods}} will create '''legendary artifacts''', unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and often {{L|value}} as well). An artifact is the ultimate expression of a {{L|dwarf|dwarf's}} desires, fears, memories and hopes in art form, and each dwarf will produce at most only one in their lives (or {{L|insanity|die}} trying).  Dwarves that create an artifact immediately gain enough {{L|experience}} to boost them to {{L|legendary}} level in the affected {{L|Strange_mood#Skills_and_workshops|skill}} unless they were {{L|Strange_mood#Possessed|possessed}}.&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the {{L|workshop}} as soon as they are made. They cannot be traded, but most can be used just like any item of its type.  A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Oyster&amp;diff=121949</id>
		<title>v0.31:Oyster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Oyster&amp;diff=121949"/>
		<updated>2010-07-20T00:20:05Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:18, 9 June 2010 (UTC)}}{{VerminInfo|name=Oyster|symbol=o|color=7:0:1|biome=* Any ocean&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A small marine creature that lives in a shell rooted to the sea floor.''&lt;br /&gt;
&lt;br /&gt;
Oysters are a common source of {{L|food}} for fortresses located near an {{l|ocean|ocean}}.  They are also one of the few types of creatures, along with {{l|mussel|mussels}}, {{l|turtle|turtles}} and {{L|cave lobster|cave lobsters}}, that are sources of {{l|shell|shells}}.  They can't be {{L|butchering|butchered}}, but are {{L|fish cleaning|cleaned}} at a {{l|fishery|fishery}}, which generates a shell and prepared oyster.  Oysters can also be cooked raw, though it is unknown what effect this might have on your dwarves' libidos...&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Oyster&amp;diff=121948</id>
		<title>v0.31:Oyster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Oyster&amp;diff=121948"/>
		<updated>2010-07-20T00:19:47Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:18, 9 June 2010 (UTC)}}{{VerminInfo|name=Oyster|symbol=o|color=7:0:1|biome=* Any ocean&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A small marine creature that lives in a shell rooted to the sea floor.''&lt;br /&gt;
&lt;br /&gt;
Oysters are a common source of {{L|food}} for fortresses located near an {{l|ocean|ocean}}.  They are also one of the few types of creatures, along with {{l|mussel|mussels}}, {{l|turtle|turtles}} and {{L|cave lobster|cave lobsters}}, that are sources of {{l|shell|shells}}.  They can't be {{L|butchering|butchered}}, but are {{L|fish cleaning|cleaned}} at a {{l|fishery|fishery}}, which generates a shell and prepared oyster.  Oysters can also be cooked raw, though it is unknown what effect this might have on your dwarves libidos...&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mussel&amp;diff=121947</id>
		<title>v0.31:Mussel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mussel&amp;diff=121947"/>
		<updated>2010-07-20T00:18:53Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:17, 9 June 2010 (UTC)}}{{VerminInfo|name=Mussel|symbol=m|color=7:0:1|biome=* Any ocean&lt;br /&gt;
* Any lake&lt;br /&gt;
* Any river&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A small creature found in both salt and fresh water that lives in an asymmetrical shell rooted to the bottom.''&lt;br /&gt;
&lt;br /&gt;
'''Mussels''' are a source of {{L|food}} for fortresses located near a {{L|temperate}} {{l|ocean|ocean}}.  They are also one of the few types of creatures, along with {{l|oyster|oysters}}, {{L|cave lobster|cave lobsters}} and {{l|turtle|turtles}}, that are sources of {{l|shell|shells}}.  They can't be {{L|butchering|butchered}}, but are {{L|fish cleaning|cleaned}} at a {{l|fishery|fishery}}, which generates a shell and a prepared mussel.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=121649</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=121649"/>
		<updated>2010-07-16T14:09:56Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Consequences of a Sober Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a favorite drink, selected at first from among the 4 types of alcohol made from underground {{L|crop}}s, but including drinks brewed from surface plants once dwarves have been exposed to those beverages.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
Variety in booze keeps away unhappy thoughts, it also keeps dwarves drinking!&lt;br /&gt;
For example, if Urist McThirsty drinks nothing but dwarven ale, he'll get unhappy and will stop drinking ale. This might clarify:&lt;br /&gt;
&lt;br /&gt;
Urist McThirsty: Bah, why do we have only ale?&lt;br /&gt;
Urist McManager: Becase we only have pig tails.&lt;br /&gt;
Urist McThirsty: By my beard, Armok and all that's dwarvenly, until I find some booze other than ale, I shall drink nought but water, even if that means slowing this fortress to a grinding halt and causing the death of everyone in it!&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
As dwarves are highly dependent on alcohol, a lack of booze over a prolonged period of time will result in a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thoughts]] from thirst.&lt;br /&gt;
&lt;br /&gt;
== Brewable plants ==&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Drinks}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=121591</id>
		<title>v0.31:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=121591"/>
		<updated>2010-07-15T21:16:34Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{quality|Fine|08:12, 31 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Glaciers''' are extremely cold {{L|biome}}s, usually found in the northern or southern extremes on larger world maps. The first few layers of any glacier are solid {{L|ice}}.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no {{L|trees}}, {{L|plants}}, {{L|water}}, {{L|animals}}, {{L|stone}}, or {{L|ore}}s are typically included. In addition, the {{L|ice}} can be several z-layers thick, which can make getting to any stone underneath even more challenging.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful {{L|fortress}} in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glacier's isolation (generally), it is entirely possible that you won't see a caravan from the Mountainhomes for anywhere up to 3 years. Migrants may be even more rare. On the plus side, though, no hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Consider bringing extra {{L|domestic animal}}s ({{L|dog}}s are recommended) as an emergency food source, and/or to jumps-tart a long-term {{L|breeding}} program.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and axe in favour of another miner and pick. Alternatively, find a glacier near a forested taiga and enjoy the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
Trading is '''essential'''. An easy source of income is rock crafts. All that rock you cut out making wells and farms you can sell to merchants who visit.  Begin as soon as you can because you need to import a lot of wood is you plan on having an beds or metal objects.&lt;br /&gt;
&lt;br /&gt;
{{L|Ice}} is everywhere, so read up on it before you make any major plans. One difference between regular ice and glacier ice that you may want to know before you head out is that, unlike ice from other biomes, glacier ice constructions and workshops do not melt when above ground in the &amp;quot;summer&amp;quot;.  The disadvantage, however, is that it is more difficult to use the ice as a potential water source.&lt;br /&gt;
&lt;br /&gt;
To begin, it is best to clear out a large section of the rock underneath all the ice.  Then cut out a 6x6 section of ice (it is easiest to cut out two squares around the part you want to drop so that you won't have any fatalities while channeling out the section of ice).  Channel out the entire piece of ice and it will fall into that cleared out section, immediately defrosting and flooding the area.  Now you can farm!&lt;br /&gt;
&lt;br /&gt;
Before you run out of starting booze, do the same again, but this time do it further away and open 3-4 levels of rock (channel everything away) so that you create a well.  Make sure you make it deep enough or you will create an ice zone that will kill any dwarf that tries to dig it out.  &lt;br /&gt;
&lt;br /&gt;
Continue to cut out chunks of ice, dropping them a few stories, and reaping the benefits as you continue in the fortress.  Be careful channeling as the dwarves are all idiots and like to strand themselves while channeling, and they like to drop their buddies down the hole (which pollutes the future water and creates a huge mess).&lt;br /&gt;
&lt;br /&gt;
Diagram of Ice cutting:&lt;br /&gt;
&lt;br /&gt;
 OOOOOOOOOO&lt;br /&gt;
 OCCCCCCCCO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCCCCCCCCO&lt;br /&gt;
 OOOOOOOOOO&lt;br /&gt;
&lt;br /&gt;
O = Open area, no channeling, just an area for dwarves to walk&lt;br /&gt;
&lt;br /&gt;
C = Channel area, first dig it out, then channel once every layer is ready.&lt;br /&gt;
&lt;br /&gt;
I = Future water source, now ice.&lt;br /&gt;
&lt;br /&gt;
Once you have dug deep enough to see rock, channel out the entire level (make sure you have an escape route for the miner).  Also, when channeling a large room, do it layer by layer.  Start at the one end and do the entire left side, then the next.  If you just select the entire thing dwarves will die.&lt;br /&gt;
&lt;br /&gt;
Don't drop water anywhere near other tunnels; the ice will break through, and it will be messy.  You can cut off entire sections of fortress to flooding or caved-in sections by doing this, and it wastes a lot of work and ice.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
'''On neutral glaciers appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Yeti}}&lt;br /&gt;
&lt;br /&gt;
'''On evil glaciers also appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Blizzard man}}&lt;br /&gt;
* {{L|Ice wolf}}&lt;br /&gt;
&lt;br /&gt;
== Some Hints and Ideas ==&lt;br /&gt;
&lt;br /&gt;
Flowing sources of {{L|water}}, such as {{L|river}}s or {{L|brook}}s, don't ever seem to be present in glacier {{L|biome}}s.  So getting {{L|water}} for wounded dwarves may prove a challenge.&lt;br /&gt;
&lt;br /&gt;
Ice that is underground melts, but creates only useless puddles of water (marked as a cyan double tilde) identical to water dumped from a bucket.  These puddles can only be cleaned.  They cannot form usable water (blue tilde with depth attribute).  Dumping block after block of mined ice blocks indoors will simply result in a huge stack of useless &amp;quot;water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{L|Aquifer}}s are sometimes present, and magma can be used to melt ice - if that's present. Seaside glaciers can allow you to bring some water in underground, but {{L|Water#Salt_Water|desalinating}} the water will be necessary before it is drinkable by dwarfs (or even before it can be designated as a {{L|Activity_zone#Water_Source|water zone}} for filling ponds).&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves may die during winter when above ground.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=121589</id>
		<title>v0.31:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=121589"/>
		<updated>2010-07-15T21:15:42Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Starting on a Glacier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{quality|Fine|08:12, 31 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Glaciers''' are extremely cold {{L|biome}}s, usually found in the northern or southern extremes on larger world maps. The first few layers of any glacier are solid {{L|ice}}.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no {{L|trees}}, {{L|plants}}, {{L|water}}, {{L|animals}}, {{L|stone}}, or {{L|ore}}s are typically included. In addition the {{L|Ice}} can be several z-layers thick, which can make getting to any stone underneath even more challenging.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful {{L|fortress}} in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glacier's isolation (generally), it is entirely possible that you won't see a Mountainhome Caravan for anywhere up to 3 years. Migrants may be even more rare. On the plus side, though, no hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Consider bringing extra {{L|domestic animal}}s ({{L|dog}}s are recommended) as an emergency food source, and/or to jumps-tart a long-term {{L|breeding}} program.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and axe in favour of another miner and pick. Alternatively, find a glacier near a forested taiga and enjoy the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
Trading is '''essential'''. An easy source of income is rock crafts. All that rock you cut out making wells and farms you can sell to merchants who visit.  Begin as soon as you can because you need to import a lot of wood is you plan on having an beds or metal objects.&lt;br /&gt;
&lt;br /&gt;
{{L|Ice}} is everywhere, so read up on it before you make any major plans. One difference between regular ice and glacier ice that you may want to know before you head out is that, unlike ice from other biomes, glacier ice constructions and workshops do not melt when above ground in the &amp;quot;summer&amp;quot;.  The disadvantage, however, is that it is more difficult to use the ice as a potential water source.&lt;br /&gt;
&lt;br /&gt;
To begin, it is best to clear out a large section of the rock underneath all the ice.  Then cut out a 6x6 section of ice (it is easiest to cut out two squares around the part you want to drop so that you won't have any fatalities while channeling out the section of ice).  Channel out the entire piece of ice and it will fall into that cleared out section, immediately defrosting and flooding the area.  Now you can farm!&lt;br /&gt;
&lt;br /&gt;
Before you run out of starting booze, do the same again, but this time do it further away and open 3-4 levels of rock (channel everything away) so that you create a well.  Make sure you make it deep enough or you will create an ice zone that will kill any dwarf that tries to dig it out.  &lt;br /&gt;
&lt;br /&gt;
Continue to cut out chunks of ice, dropping them a few stories, and reaping the benefits as you continue in the fortress.  Be careful channeling as the dwarves are all idiots and like to strand themselves while channeling, and they like to drop their buddies down the hole (which pollutes the future water and creates a huge mess).&lt;br /&gt;
&lt;br /&gt;
Diagram of Ice cutting:&lt;br /&gt;
&lt;br /&gt;
 OOOOOOOOOO&lt;br /&gt;
 OCCCCCCCCO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCCCCCCCCO&lt;br /&gt;
 OOOOOOOOOO&lt;br /&gt;
&lt;br /&gt;
O = Open area, no channeling, just an area for dwarves to walk&lt;br /&gt;
&lt;br /&gt;
C = Channel area, first dig it out, then channel once every layer is ready.&lt;br /&gt;
&lt;br /&gt;
I = Future water source, now ice.&lt;br /&gt;
&lt;br /&gt;
Once you have dug deep enough to see rock, channel out the entire level (make sure you have an escape route for the miner).  Also, when channeling a large room, do it layer by layer.  Start at the one end and do the entire left side, then the next.  If you just select the entire thing dwarves will die.&lt;br /&gt;
&lt;br /&gt;
Don't drop water anywhere near other tunnels; the ice will break through, and it will be messy.  You can cut off entire sections of fortress to flooding or caved-in sections by doing this, and it wastes a lot of work and ice.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
'''On neutral glaciers appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Yeti}}&lt;br /&gt;
&lt;br /&gt;
'''On evil glaciers also appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Blizzard man}}&lt;br /&gt;
* {{L|Ice wolf}}&lt;br /&gt;
&lt;br /&gt;
== Some Hints and Ideas ==&lt;br /&gt;
&lt;br /&gt;
Flowing sources of {{L|water}}, such as {{L|river}}s or {{L|brook}}s, don't ever seem to be present in glacier {{L|biome}}s.  So getting {{L|water}} for wounded dwarves may prove a challenge.&lt;br /&gt;
&lt;br /&gt;
Ice that is underground melts, but creates only useless puddles of water (marked as a cyan double tilde) identical to water dumped from a bucket.  These puddles can only be cleaned.  They cannot form usable water (blue tilde with depth attribute).  Dumping block after block of mined ice blocks indoors will simply result in a huge stack of useless &amp;quot;water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{L|Aquifer}}s are sometimes present, and magma can be used to melt ice - if that's present. Seaside glaciers can allow you to bring some water in underground, but {{L|Water#Salt_Water|desalinating}} the water will be necessary before it is drinkable by dwarfs (or even before it can be designated as a {{L|Activity_zone#Water_Source|water zone}} for filling ponds).&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves may die during winter when above ground.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=121588</id>
		<title>v0.31:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=121588"/>
		<updated>2010-07-15T21:13:13Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{quality|Fine|08:12, 31 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Glaciers''' are extremely cold {{L|biome}}s, usually found in the northern or southern extremes on larger world maps. The first few layers of any glacier are solid {{L|ice}}.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no {{L|trees}}, {{L|plants}}, {{L|water}}, {{L|animals}}, {{L|stone}}, or {{L|ore}}s are typically included. In addition the {{L|Ice}} can be several z-layers thick, which can make getting to any stone underneath even more challenging.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful {{L|fortress}} in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glacier's isolation (generally), it is entirely possible that you won't see a Mountainhome Caravan for anywhere up to 3 years. Migrants may be even more rare. On the plus side, though, no hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Consider bringing extra {{L|domestic animal}}s ({{L|dog}}s are recommended) as an emergency food source, and/or to jumpstart a long-term {{L|breeding}} program.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and Axe in favour of another Miner and Pick. Alternatively, find a Glacier near a forested Taiga and enjoy the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
Trading is ESSENTIAL! An easy source of income is rock crafts. All that rock you cut out making wells and farms you can sell to merchants who visit.  Begin as soon as you can because you need to import a lot of wood is you plan on having an beds or metal objects.&lt;br /&gt;
&lt;br /&gt;
{{L|Ice}} is everywhere. So read up on it before you make any major plans. One difference between regular ice and glacier ice that you may want to know before you head out is that, unlike ice from other biomes, glacier ice constructions and workshops do not melt when above ground in the &amp;quot;summer&amp;quot;.  The disadvantage, however, is that it is more difficult to use the ice as a potential water source.&lt;br /&gt;
&lt;br /&gt;
To begin it is best to clear out a large section of the rock underneath all the ice.  Then cut out a 6x6 section of ice (it is easiest to cut out two squares around the part you want to drop so that you won't have any fatalities while channeling out the section of ice).  Channel out the entire piece of ice and it will fall into that cleared out section, immediately defrosting and flooding the area.  Now you can farm!&lt;br /&gt;
&lt;br /&gt;
Before you run out of starting booze, do the same again, but this time do it further away and open 3-4 levels of rock (channel everything away) so that you create a well.  Make sure you make it deep enough or you will create an ice zone that will kill any dwarf that tries to dig it out.  &lt;br /&gt;
&lt;br /&gt;
Continue to cut out chunks of ice, dropping them a few stories, and reaping the benefits as you continue in the fortress.  Be careful channeling as the dwarves are all idiots and like to strand themselves while channeling, and they like to drop their buddies down the hole (which pollutes the future water and creates a huge mess).&lt;br /&gt;
&lt;br /&gt;
Diagram of Ice cutting:&lt;br /&gt;
&lt;br /&gt;
 OOOOOOOOOO&lt;br /&gt;
 OCCCCCCCCO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCIIIIIICO&lt;br /&gt;
 OCCCCCCCCO&lt;br /&gt;
 OOOOOOOOOO&lt;br /&gt;
&lt;br /&gt;
O = Open area, no channeling, just an area for dwarves to walk&lt;br /&gt;
&lt;br /&gt;
C = Channel area, first dig it out, then channel once every layer is ready.&lt;br /&gt;
&lt;br /&gt;
I = Future water source, now ice.&lt;br /&gt;
&lt;br /&gt;
Once you have dug deep enough to see rock, channel out the entire level (make sure you have an escape route for the miner).  Also, when channelling a large room, do it layer by layer.  Start at the one end and do the entire left side, then the next.  If you just select the entire thing dwarves will die.&lt;br /&gt;
&lt;br /&gt;
Don't drop water anywhere near other tunnels, the ice will break through, it will be messy.  You can cut off entire sections of fortress to flooding or caved-in sections by doing this.  And its wastes a lot of work and ice.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
'''On neutral glaciers appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Yeti}}&lt;br /&gt;
&lt;br /&gt;
'''On evil glaciers also appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Blizzard man}}&lt;br /&gt;
* {{L|Ice wolf}}&lt;br /&gt;
&lt;br /&gt;
== Some Hints and Ideas ==&lt;br /&gt;
&lt;br /&gt;
Flowing sources of {{L|water}}, such as {{L|river}}s or {{L|brook}}s, don't ever seem to be present in glacier {{L|biome}}s.  So getting {{L|water}} for wounded dwarves may prove a challenge.&lt;br /&gt;
&lt;br /&gt;
Ice that is underground melts, but creates only useless puddles of water (marked as a cyan double tilde) identical to water dumped from a bucket.  These puddles can only be cleaned.  They cannot form usable water (blue tilde with depth attribute).  Dumping block after block of mined ice blocks indoors will simply result in a huge stack of useless &amp;quot;water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{L|Aquifer}}s are sometimes present, and magma can be used to melt ice - if that's present. Seaside glaciers can allow you to bring some water in underground, but {{L|Water#Salt_Water|desalinating}} the water will be necessary before it is drinkable by dwarfs (or even before it can be designated as a {{L|Activity_zone#Water_Source|water zone}} for filling ponds).&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves may die during winter when above ground.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Helmet_snake&amp;diff=121407</id>
		<title>v0.31:Helmet snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Helmet_snake&amp;diff=121407"/>
		<updated>2010-07-13T17:50:39Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:04, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Helmet Snake&lt;br /&gt;
|symbol=s|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=2&lt;br /&gt;
|bones=3&lt;br /&gt;
|skulls=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A snake-like creature living deep underground.  Its head is covered in armor so that is resembles the head of a dragon''&lt;br /&gt;
&lt;br /&gt;
'''Helmet snakes''' are small snakes that carry a horrific {{L|venom}}. Any body part bitten by a helmet snake will cause a bevy of {{L|symptoms}}, with the part eventually becoming necrotic and falling off unless treated quickly. &lt;br /&gt;
&lt;br /&gt;
Helmet snakes can be put to good use as exotic pets if you can manage to capture them safely. Helmet snake poison can quickly cripple an invader with constant pain and vomiting, making him much easier to finish off.&lt;br /&gt;
&lt;br /&gt;
Helmet snakes are perfectly safe to eat, however. Eating the venom itself is also perfectly safe, probably due to the way the game handles poisons, just as many real-world venoms have no adverse effects when eaten instead of being injected into the blood.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Billon&amp;diff=121144</id>
		<title>v0.31:Billon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Billon&amp;diff=121144"/>
		<updated>2010-07-11T11:41:48Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy&lt;br /&gt;
|name=Billon&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|color1=7:7:1&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|silver}} {{L|bar}}&lt;br /&gt;
* 1 {{L|copper}} {{L|bar}}&lt;br /&gt;
- or -&lt;br /&gt;
* 1 {{L|silver}} {{L|ore}}&lt;br /&gt;
* 1 {{L|copper}} {{L|ore}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 6&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Billon''' is an alloy of equal parts {{L|silver}} and {{L|copper}}. Historically, this was used to mint coins. This can be done in-game as well, but unlike coins of copper, silver or gold, billon coins, without modding the game, have no place in the {{L|dwarven economy}}.&lt;br /&gt;
&lt;br /&gt;
Two billon bars can be made at a {{l|smelter}} from 1 chunk of silver {{l|ore}} and 1 of copper ore, or 1 silver {{l|bar}} and 1 copper bar.  Two units of tetrahedrite count as 1 copper and 1 silver ore, and  will yield two bars of billon. This last recipe will only be used when no other silver ores like silver or galena are available to the smelter, otherwise silver nuggets or galena ore will be preferred, the tetrahedrite then acting as copper.&lt;br /&gt;
&lt;br /&gt;
Billon can be used to make furniture and 'other objects' at a Metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gypsum_plaster&amp;diff=121140</id>
		<title>v0.31:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gypsum_plaster&amp;diff=121140"/>
		<updated>2010-07-11T10:40:17Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}} or {{L|satinspar}} and an empty {{L|bag}}. The production of plaster powder requires the {{L|Furnace Operating}} skill.&lt;br /&gt;
It is used in the production of {{L|plaster cast}}s, an item used by doctors to immobilize the broken bones of injured dwarves.&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Plaster_cast&amp;diff=121138</id>
		<title>v0.31:Plaster cast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Plaster_cast&amp;diff=121138"/>
		<updated>2010-07-11T10:39:40Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: moved DF2010:Plaster Cast to DF2010:Plaster cast:&amp;amp;#32;capitalization change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:healthcare]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6205</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6205"/>
		<updated>2008-09-21T03:22:59Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Curtain Walls, Orchards and Farmland */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
One way of doing this is with the stockpiles on the next Z-level like this:&lt;br /&gt;
&lt;br /&gt;
(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
i=input item o=output item W=workshop&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
==== Moody Dwarves ====&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
{{qd|cols=9&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|`|`|`|X|`|`|`|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
===Curtain Walls, Orchards and Farmland===&lt;br /&gt;
Just because your fortress is underground doesn't mean it has to start there! If you have the labour and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege.&lt;br /&gt;
&lt;br /&gt;
===Avoiding Cave Adaptation===&lt;br /&gt;
[[Cave adaptation]] is something you will generally want to avoid.  By utilizing a lighted central stair column, it is possible to make it so that dwarves will be constantly exposed to light and thus avoid cave adaptation.  You can light your central column by using a design similar to the one illustrated below:&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=7&lt;br /&gt;
|s|u|r|f|a|c|e&lt;br /&gt;
|_|_|_|_|_|_|_&lt;br /&gt;
|`|`|`|x|`|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|_|_&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|`|x|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Start by digging your stairway column all the way to the surface.  Next, channel out the surface layer and replace it with either a floor or stairway, depending on your design strategy. Channel out the next layer below the newly-constructed layer, and replace it appropriately. Repeat all the way down the column, and you should have lighted stairs all the way up and down through your fortress.&lt;br /&gt;
&lt;br /&gt;
===Dams===&lt;br /&gt;
See [[dam]].&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20154</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20154"/>
		<updated>2008-09-17T02:00:31Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Military Children */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Dwarves]] are considered '''children''' for their first twelve years. They learn how to become a [[dwarf]] through living in and participating in dwarven society with no formal schools, apprenticeships or other formal learning; even parenting seems quite minimal.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Some fortresses seem to have a higher fertility rate than others.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, they are looked after by their parents, who will continue working, leaving the baby in the [[workshop]] if they go to get materials. It is thought that babies sharing a tile with their parents always lie down, not the parent. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother dies the baby will almost always head to the nearest ledge and throw itself off of it, they will continue to do this until they either die or they grow to be a child.  Orphans are never adopted by other dwarves.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
Children may not be assigned any labors, but perform some activities without any intervention:&lt;br /&gt;
&lt;br /&gt;
* socialising, through arranging [[party|parties]] in [[meeting hall]]s;&lt;br /&gt;
* [[harvest|harvesting]] [[crops]], if the 'All dwarves harvest' order is on;&lt;br /&gt;
* removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s);&lt;br /&gt;
* pulling [[lever]]s;&lt;br /&gt;
* filling designated ponds;&lt;br /&gt;
* [[hauling]] items to the [[trade depot]];&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]].&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Children seem to eat and drink with similar preferences to adult dwarves, including a preference for [[alcohol]] over plain [[water]]. &lt;br /&gt;
&lt;br /&gt;
==Kidnapping==&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap young dwarves by stuffing one in a sack and hightailing it out of there. Like stolen objects, children who are removed from the map are lost forever, for now. [[Toady]] has hinted that slaves can be freed in future version.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
[[Strange mood]]s affect children in the same way as adults. [[Experience]] gained through a strange mood will lead to the dwarf having legendary skill in either [[woodcrafting]], [[bone carving]] or [[stonecrafting]], depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
==Adulthood==&lt;br /&gt;
At the age of twelve, children become adult [[dwarf|dwarves]]. While most then become unskilled peasants, those who have successfully completed a strange mood other than possession will become legendary [[craftsdwarf|Craftsdwarves]]; those who help in harvesting plants throughout childhood may have built up sufficient experience points in the [[grower]] skill to become [[Planter]]s. &lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst. This is aimed to be fixed at a later update.&lt;br /&gt;
&lt;br /&gt;
==Military Children==&lt;br /&gt;
&lt;br /&gt;
Although possibly not a bug, children with military mothers will be carried joyfully into battle and usually slaughtered wholesale.  Deactivating the mother's military commission may be the best idea to keep the children alive and the parents from throwing [[tantrum]]s when a stray [[bolt]] hits the child.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7389</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7389"/>
		<updated>2008-09-17T01:57:54Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dwarf|symbol=☺|color={{COLOR:3:0:0}}|butcher=no|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=Any}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in [[fortress]]es carved from [[mountain]]s. They are the featured [[civilization|race]] of [[Dwarf Fortress mode|Fortress Mode]] and are also one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependent and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarven [[children]] become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large [[human]] caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not receive an outpost liaison (could be a bug with the current version), but you will receive large quantities of dwarven made goods, including a few [[bars]] of random metal and several pieces of [[steel]] [[armor]] of random quality. &amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven fortresses do not have any [[shop]]s, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[steel]] or [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
	[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[STOUT]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[DAMBLOCK:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Дворф]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5891</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5891"/>
		<updated>2008-09-17T01:49:36Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Goblin|symbol=g|color={{COLOR:7:0:0}}|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their towers and dark fortresses&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently populous or wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive if you have [[child]]ren in your fortress. They are stealthy like [[kobold]]s. Detecting them is announced by &amp;quot;Snatcher! Protect the children!&amp;quot;. They will attempt to kidnap any children they come across and carry a [[bag]] with them for this purpose. After a few attempts goblin master [[thief|thieves]] will start showing up – besides being generally more competent, these can also evade [[trap]]s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies.&lt;br /&gt;
&lt;br /&gt;
Independent of this goblins will [[ambush]] your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding [[beak dog]]s as cavalry.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear. They often wear [[giant cave spider]] [[silk]] [[cloth]]ing, [[iron]] [[armor]], even [[steel]] armor (that can be melted down) and steel [[weapon]]s. Crossbowmen will carry dwarf-usable [[bolt]]s. Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it.  Goblin [[bone]]s and [[skull]]s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into [[totem]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike other races, goblin &amp;quot;roads&amp;quot; are underground, and if you get in to one, unless you are ready, it can take a long walk to the other side, and you can not enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your [[wagon]] starts inside the stronghold, your dwarves will probably come to a quick and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers{{Version|0.27.169.33g}}.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war [[dog]]s at the entrance. [[Trap#Cage_Trap|Cage traps]] also seem to be more effective than other traps at catching those sneaking goblin masters.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your [[anvil]]. If you have a [[soil]] level you can probably get by bringing less [[food]] and less [[alcohol|booze]], thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of [[meat]]. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GOBLIN]&lt;br /&gt;
	[NAME:goblin:goblins:goblin]&lt;br /&gt;
	[TILE:'g'][COLOR:7:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:40:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:40:90]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7388</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7388"/>
		<updated>2008-09-17T01:48:22Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Dwarves in Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dwarf|symbol=☺|color={{COLOR:3:0:0}}|butcher=no|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=Any}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in [[fortress]]es carved from [[mountain]]s. They are the featured [[civilization|race]] of [[Dwarf Fortress mode|Fortress Mode]] and are also one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependent and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large [[human]] caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not receive an outpost liaison (could be a bug with the current version), but you will receive large quantities of dwarven made goods, including a few [[bars]] of random metal and several pieces of [[steel]] [[armor]] of random quality. &amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven fortresses do not have any [[shop]]s, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[steel]] or [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
	[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[STOUT]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[DAMBLOCK:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Дворф]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18373</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18373"/>
		<updated>2008-09-09T19:00:52Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Spears and Pikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon]] type, weapon material, weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two-handed sword]]s or [[halberd]]s, and dwarves cannot create [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike (weapon)|pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain. Also, gore attacks have a higher chance of dealing damage to sub-bodyparts like fingers or eyes. This gives whips a strong tendecy to break the victims joints or poke out his throat or other vitals, thus rendering him unconscious quickly and eventually making him bleed to death. The downside of using whips is the low overall damage and chance to sever body parts, which makes it difficult to harm armored or [[undead]] enemies. So, whips are rarely used, but good against unarmored, living [[creatures]], but pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures, particularly [[giant cave spider|giant cave spiders]], shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing, you are completely immobilized until you can break free of the web. Currently, in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18372</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18372"/>
		<updated>2008-09-09T19:00:17Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Swords and Axes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon]] type, weapon material, weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two-handed sword]]s or [[halberd]]s, and dwarves cannot create [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain. Also, gore attacks have a higher chance of dealing damage to sub-bodyparts like fingers or eyes. This gives whips a strong tendecy to break the victims joints or poke out his throat or other vitals, thus rendering him unconscious quickly and eventually making him bleed to death. The downside of using whips is the low overall damage and chance to sever body parts, which makes it difficult to harm armored or [[undead]] enemies. So, whips are rarely used, but good against unarmored, living [[creatures]], but pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures, particularly [[giant cave spider|giant cave spiders]], shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing, you are completely immobilized until you can break free of the web. Currently, in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18371</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18371"/>
		<updated>2008-09-09T18:58:54Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Web */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon]] type, weapon material, weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two-handed sword]]s or [[halberd]]s, and dwarves cannot build [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain. Also, gore attacks have a higher chance of dealing damage to sub-bodyparts like fingers or eyes. This gives whips a strong tendecy to break the victims joints or poke out his throat or other vitals, thus rendering him unconscious quickly and eventually making him bleed to death. The downside of using whips is the low overall damage and chance to sever body parts, which makes it difficult to harm armored or [[undead]] enemies. So, whips are rarely used, but good against unarmored, living [[creatures]], but pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures, particularly [[giant cave spider|giant cave spiders]], shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing, you are completely immobilized until you can break free of the web. Currently, in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Health_care&amp;diff=39278</id>
		<title>40d:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Health_care&amp;diff=39278"/>
		<updated>2008-09-05T23:04:50Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves with the health care skill enabled (default) will rescue [[wound]]ed fellow dwarves from the battlefield (any location on the map really), and place them in a bed. The trigger seems to be &amp;quot;can't move himself&amp;quot; as both unconscious dwarves and those with wounded legs are rescued. It can take quite some time till a dwarf gets assigned to the job, possibly implying that the task is still a bit buggy (one would expect it to be high priority). It is suspected that activating/deactivating the injured dwarf may re-query the task.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether nearby enemies suppress the rescue task.&lt;br /&gt;
&lt;br /&gt;
Also, injured dwarves displaying the [[rest]] status won't eat or drink themselves. Instead they will be given food and water by a dwarf with health care enabled. For giving water, a [[bucket]] stored on a furniture stockpile, and obviously a [[water source]], is required.&amp;lt;br&amp;gt; If the dwarf is not supplied by his comrades, he will starve and die.&lt;br /&gt;
&lt;br /&gt;
While most dwarves will get happy thoughts from helping the injured, some dwarves &amp;quot;dislike helping others&amp;quot; and even get unhappy thoughts from helping (but will still do so).&lt;br /&gt;
&lt;br /&gt;
Sometimes an injured dwarf will cancel his resting and try to stand; since he is on the same tile as a bed, nobody will save them; but since he isn't resting and can't do anything on his own, he will simply starve to death because nobody will help him. This can be remedied by removing the bed from underneath them, and another dwarf will come save them.&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Restraint&amp;diff=18696</id>
		<title>40d:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Restraint&amp;diff=18696"/>
		<updated>2008-09-04T08:35:22Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''restraint''' is a [[chain]] or [[rope]] which is used to restrain a [[dwarf]] or other [[creature]]. Unlike the [[cage]], the restraint can only hold one creature, and the creature can move within a range of one tile of the restraint in all directions (even up and down, even through solid floor(still?).&lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a [[war dog]] or other animal near areas where you need constant vigilance and defense. Chained dogs placed near the entrance to your fort will catch [[kobold]] thieves that can bypass traps and other passive defenses.&lt;br /&gt;
&lt;br /&gt;
If your fortress is above ground, or exists in a location without [[rock]], [[rope]]s or [[bags]] sewn with [[image]]s can be a way of recording your fortress' history instead of [[stone detailing]]. When built as restraints (or [[container]]s, for bags), dwarves can admire them, so they can function as makeshift tapestries.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_user&amp;diff=29206</id>
		<title>40d:Armor user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_user&amp;diff=29206"/>
		<updated>2008-09-04T06:51:22Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor User''' is the skill related to the wearing of [[Armor|armor]] in [[Combat|combat]].  Dwarves with this skill will be [[Speed|slowed]] by heavy armor less than usual, in proportion to the skill level.  Armor user skill is gained when a dwarf wearing armor is successfully hit in combat, either [[Soldier|sparring]] or in the field, wrestling or with a weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Skills]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43747</id>
		<title>40d:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43747"/>
		<updated>2008-09-04T06:17:59Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D for Dwarf]]{{D for Dwarf}}&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queans, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Conventional catsplosion ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word : [[cage]]&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]].&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.&lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* [[Modding]].  See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.&lt;br /&gt;
&lt;br /&gt;
== Thermonuclear catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat.  A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature of 40000 degrees Urist&amp;amp;mdash;30032 degrees Fahrenheit, 16666&amp;amp;#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&amp;amp;mdash;which is equivalent to over three times the surface temperature of the sun.&lt;br /&gt;
&lt;br /&gt;
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion.  Their findings have been released to the public as part of the Shockingly Awesome campaign.&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]&lt;br /&gt;
&lt;br /&gt;
== Differences between catsplosions ==&lt;br /&gt;
&lt;br /&gt;
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor.  Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Temperature&amp;diff=41104</id>
		<title>40d:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Temperature&amp;diff=41104"/>
		<updated>2008-09-04T06:13:59Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress uses its own temperature scale in most cases.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
==Conversion==&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
==Reference Temperatures==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Example'''&lt;br /&gt;
|'''Dwarf Scale'''&lt;br /&gt;
|'''Fahrenheit'''&lt;br /&gt;
|'''Celsius'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice|Water freezes]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10000&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |32ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |0ºC&lt;br /&gt;
|-&lt;br /&gt;
|Dwarf body temperature&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10067&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |99ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |37ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam|Water Boils]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10180&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |212ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |100ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire man]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10800&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |832ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |444ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma man]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |12000&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |2032ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |1111ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma-safe materials]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |12568&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |2600ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |1427ºC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13378</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13378"/>
		<updated>2008-09-04T05:58:03Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Healing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
[[Creatures]] with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
This section is incomplete; much about the [[Combat| combat system]] is unknown.&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any [[armor]] or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation, or dying of thirst due to Drink actions being interrupted by falling unconscious. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
Arrows and bolts can become stuck in limbs, showing up in the wounded dwarf's inventory.  This seems to prevent the dwarf from resting and the wound from healing.  It is unclear what is necessary to remove the item from the limb; like other shot ammo, it will initially be in forbidden state, so claiming it may help, as may marking it to be dumped{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing [[weapon]] or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Organ !! Function !! Lightly/moderately wounded effects !! Broken/mangled effects !! Lopped off effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced, death can occur fast. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival.&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Visuals || Bleeding, vision is impaired if all eyes are effected. || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently.  If all eyes are removed, the creature is completely blind, and can only &amp;quot;see&amp;quot; what's next to it (other words, 3x3 vision).&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || Not possible || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || The entire lower body is severed from the rest of the body or it is completely destroyed.  Instant death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wounds in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[Toady]] has stated that beds which are not in any defined [[room]] are considered hospital beds, and dwarves will recover faster when sleeping on them. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
In the current version (39c), wounded dwarves who rest are automatically labelled as &amp;quot;unconscious&amp;quot;. Unlike the previous versions, this does not prevent the other dwarves from bringing them food and water.&lt;br /&gt;
&lt;br /&gt;
Generally, light or moderate wounds will be healed in a week at most, usually much faster. Broken body parts will likely take some months of bed rest to recover, and a mangled part can take years. Severed limbs do not grow back. &lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have a chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
Wounds to the nervous system (the neck, brain, or spine) will never heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  Military dwarves with nervous wounds will never spar, however. Melee dwarves with nervous injuries may still be valulable as a Marksdwarf.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid, and you may wish to arrange for his demise so as to prevent him from forever requiring your other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot ensure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Toughness also greatly speeds up the healing process, a superdwarvenly tough (super-)dwarf can heal yellow injuries in days. Losing a limb, however, can make even the toughest creatures give in to pain.&lt;br /&gt;
&lt;br /&gt;
== Wounds in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;friends&amp;lt;/strike&amp;gt; spear-catchers will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you {{k|T}}ravel away you will retain the blood in your eyes but regain normal vision. A similar effect is observed if you manage to set yourself on fire, although you are also blinded and suffocated by the smoke in this case.&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Cold || &amp;quot;It is chilled!&amp;quot; || &amp;quot;It is frostbitten!&amp;quot; || &amp;quot;It is cracked by the cold!&amp;quot; || &amp;quot;It is frozen through!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heat || &amp;quot;It is blistered!&amp;quot; || &amp;quot;It is charred!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Knuckle_worm&amp;diff=44461</id>
		<title>40d:Knuckle worm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Knuckle_worm&amp;diff=44461"/>
		<updated>2008-09-04T05:02:10Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Knuckle worm''' is one of the two most [[value|valuable]] [[vermin]] [[pet]]s ([PETVALUE:100]), the other being the [[fox squirrel]]. It is also a very harmful little critter, because it will rot any unprotected [[food]] it can touch. It lives in any non-freezing evil [[biome]]. It is also an exotic pet, so you need a [[dungeon master]] to tame it. Some [[dwarves]] like them for their knobs and angles and other for their crackles and pops. If you can, sell them to the [[elves]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WORM_KNUCKLE]&lt;br /&gt;
	[NAME:knuckle worm:knuckle worms:knuckle worm]&lt;br /&gt;
	[TILE:249][COLOR:0:0:1]&lt;br /&gt;
	[FREQUENCY:25][VERMIN_ROTTER]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET_EXOTIC][EVIL]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:knobs and angles]&lt;br /&gt;
	[PREFSTRING:crackles and pops]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone&amp;diff=10003</id>
		<title>40d:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone&amp;diff=10003"/>
		<updated>2008-09-04T05:00:02Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bone can be obtained from the [[corpse]]s of dead creatures, or from [[severed body part]]s. A corpse close to a [[butcher's shop]] will automatically schedule a butchering job, yielding a number of bones proportional to the creature's size.&lt;br /&gt;
&lt;br /&gt;
Bones are processed at the [[craftsdwarf's workshop]] and bowyer's workshop, and can be used to make:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, which can be sold. Bone crafts have a value dependent on their quality and an inherent number that depends on the creature it came from. [[Troll]] and [[elephant]] bones are more valuable than goblin or raccoon bones, for example. [[Dragon]] bones are extremely valuable.&lt;br /&gt;
* Bone [[armor]]. Bone armor is not particularly protective, but is very light and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality iron armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures.&lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired from crossbows. They are not valuable, so [[marksdwarf|marksdwarves]] will use them for practice, as opposed to metal bolts.&lt;br /&gt;
*Bone [[crossbow]]s. While they do much less [[damage]] in melee than crossbows of better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much [[metal]].&lt;br /&gt;
&lt;br /&gt;
The [[quality]] of all bone items created depends on the [[bone carving]] skill of the dwarf who creates them, with the exception of crossbows, which requires [[crossbow-making]].&lt;br /&gt;
&lt;br /&gt;
Bone is not a building material.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Troll&amp;diff=24742</id>
		<title>40d:Troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Troll&amp;diff=24742"/>
		<updated>2008-09-04T04:57:09Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=troll|symbol=T|color=rgb(192, 192, 192)|align=Evil|size=9|butcher=no|bones=9|skulls=1|biome=*Subterranean [[chasm]]}}&lt;br /&gt;
'''Trolls''' are [[creatures]] that are employed by [[goblin]]s and are used in [[siege]]s to destroy [[door]]s and other [[building]]s.  They have a pale blue blood which can stain masonry walls rather oddly when combined with their red-blooded goblin masters.&lt;br /&gt;
&lt;br /&gt;
Although they cannot be butchered without modifying the game, their [[meat]] and [[skull]]s (as [[totem]]s) are unusually valuable. In an unmodified game you can get their [[bone]]s and skulls by letting their corpses to rot away.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROLL]&lt;br /&gt;
	[NAME:troll:trolls:troll]&lt;br /&gt;
	[TILE:'T'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_CHASM][EVIL][DIFFICULTY:2]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:C]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aluminum&amp;diff=8521</id>
		<title>40d:Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aluminum&amp;diff=8521"/>
		<updated>2008-09-03T22:29:08Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Aluminum|color=#FFF|bgcolor=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native aluminum]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
}}&lt;br /&gt;
'''Aluminum''' is a [[metal]] found as an [[ore]] in small clusters of [[native aluminum]]. Most modern aluminum production is artificial and requires electricity, so the rarity of this metal in the Dwarf Fortress universe makes it extremely valuable—it has the same [[material value]] as [[platinum]], making it useful to put in [[noble|nobles']] rooms to increase [[room|room quality]].  Aluminum is also very light. It is not usable for [[weapon|weaponry]] or [[armor]].&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6526</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6526"/>
		<updated>2008-09-03T20:42:31Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Cage Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6525</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6525"/>
		<updated>2008-09-03T20:42:12Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Upright Spear/Spike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A Cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6524</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6524"/>
		<updated>2008-09-03T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Weapon Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A Cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them - there is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered - any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6523</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6523"/>
		<updated>2008-09-03T20:39:27Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separate. there is no difference between low quality crossbows(wood,bone, copper) and high quality steel and adamant crossbows-the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy to produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A Cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them - there is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered - any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14014</id>
		<title>40d:Gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14014"/>
		<updated>2008-09-03T20:35:21Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Gold|color=#FF0|bgcolor=#880&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Gold nuggets]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[electrum]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' is a valuable [[metal]].  [[Native gold]] [[ore]] is a source of [[gold nuggets]], which can be [[smelting|smelted]] into gold [[bar]]s.&lt;br /&gt;
&lt;br /&gt;
'''Gold''' can be used for minting at a [[metalsmith's forge]], creating [[coin]]s used in the [[economy]] system. Using coins as trade goods is not advisable as they have no [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
Another use of '''gold''' is to build [[furniture]] such as [[statue]]s to be displayed all over a fortress, or to build [[road]]s and/or [[bridge]]s of great value.&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15008</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15008"/>
		<updated>2008-09-03T20:28:00Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: /* Multiple Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''A lever''' is a device that can be linked to other devices to control them through it's {{k|q}} menu once the controlled device is constructed. It needs one [[mechanism]] to be constructed (if you have a mechanism, you can build the lever with {{k|b}}{{k|T}}{{k|l}}). A lever is pulled through its {{k|q}} menu with {{k|a}}{{k|P}}. A nearby [[dwarf]] will then pull it. [[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it. Levers, when linked to objects, will never require more than two mechanisms, and will always be able to activate the linked objects across even the longest map with ease.&lt;br /&gt;
&lt;br /&gt;
Levers have an 'on' and a 'off' state. Upon being flipped, everything they're connected to updates to the lever's new state. This becomes important if you have several levers attached to the same building.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the 'on' (open) signal.&lt;br /&gt;
&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
=== Multiple Uses ===&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Disengages the gear assembly.&lt;br /&gt;
** '''Off:''' Engages the gear assembly.&lt;br /&gt;
&lt;br /&gt;
=== One-Shot ===&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]/[[Restraint]] &amp;amp;ndash; Opens the cage/[[chain]]/[[rope]] and releases whatever it held. This is permanent and you will have to reinstall and relink the cages/restraints after one use. You recover the [[mechanism]] used in the cage/restraint but you do not recover the mechanism used in the lever.&lt;br /&gt;
&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, except without a dwarf next to it. Most commonly used to cause [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=27319</id>
		<title>40d:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=27319"/>
		<updated>2008-09-02T18:51:54Z</updated>

		<summary type="html">&lt;p&gt;TaintedMustard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Tax Collector&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Modest Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=None&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Unknown{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Enable economy{{Verify}}&lt;br /&gt;
}}&lt;br /&gt;
Upon receiving this [[noble]]{{verify}} from immigration, the [[Dwarven Economy]] begins and you can now construct [[Shop]]s.&lt;br /&gt;
&lt;br /&gt;
The '''Tax Collector''' will sometimes collect taxes from the [[dwarves]]. These taxes are supposed to go to the nobles, as the Tax Collector gets a happy [[thought]] for pleasing a noble when doing so. He will usually be escorted by a [[Fortress guard|Royal Guard]] when doing his job.&lt;br /&gt;
&lt;br /&gt;
The trigger for the arrival of the Tax Collector is unknown{{verify}}, but it's not the minting of [[coins]]; possibly created or exported wealth. He often arrives at the same time as the [[baron]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>TaintedMustard</name></author>
	</entry>
</feed>