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{{av}}
 
{{Quality|Masterwork}}
 
 
'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].
 
'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].
  
In addition, water can be '''''stagnant''''' or ''[[Murky pool|murky]]'', both of which are sub-standard drinking sources. This may cause dwarves to have unhappy [[thought]]s if they drink from it, making them "complain about the '''nasty water'''".  Water must be flowing to avoid being/becoming stagnant or murky.  This problem can also be avoided by building [[well]]s.
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In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.  Water must be flowing to avoid being/becoming stagnant or murky.
  
When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-cap]]s at a higher rate.  Water can "drown" saplings.
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When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-caps]] at a higher rate.  Water can "drown" saplings.
  
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. At a depth of 7/7, a creature which cannot swim will begin to drown.
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Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.
  
Every material sinks in water.
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Every material sinks in water.{{version|0.27.176.38c}}
  
 
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.
 
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.
 
== Evaporation ==
 
Main article: [[Evaporation]]
 
 
It's important to know that water can evaporate, disappearing forever.  On any map, any body of water with a depth 1/7, or mostly 2/7 but with at least one 1/7 tile will (eventually) dry up.  On [[Climate#Hot|hot or very warm]] maps, [[murky pool]]s can quickly go dry from the heat, leaving dwarves with no source of drinking water in case of [[wound|injury]].  On such maps (or if you suspect it), a [[cistern]] should be one of your very early [[what should I build first|priorities]].  Underground, pools of water that are 2/7 or deeper will never evaporate.
 
  
 
==Water Flows==
 
==Water Flows==
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Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river.
 
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river.
 
"[[Water flow]]"" also refers to the ability of moving water to power a [[water wheel]].
 
  
 
== Water in Fortress Mode ==
 
== Water in Fortress Mode ==
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In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The "level above the water" is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].
 
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The "level above the water" is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].
  
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power|machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].
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Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].
  
[[Underground pool]]s and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for "rain barrel" systems of supplying your fortress with water.
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[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for "rain barrel" systems of supplying your fortress with water.
  
Tiles adjacent to a water-filled tile are labeled "damp" and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out. Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given. Digging up into water (such as a [[ramp]] or [[staircase]]) will give no warning, and can easily flood, especially if it is how you discover an underground pool or river.
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Tiles adjacent to a water-filled tile are labeled "damp" and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.
  
 
Somebody who falls into water, for example, a [[kobold]] thief, will then have a "water covering" on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.
 
Somebody who falls into water, for example, a [[kobold]] thief, will then have a "water covering" on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.
  
[[Water wheel]]s can be used to generate mechanical power if the water is in a [[water flow|flowing]] state.
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[[Water wheel]]s can be used to generate mechanical power from flows.
  
 
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].
 
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].
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==Water depth==
 
==Water depth==
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[init.txt]] file to display water as coloured numbers.
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You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.
  
 
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.
 
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.
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If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].
 
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].
  
You can tell whether a particular area of water is salty or not by creating an [[Activity_zone#Water_Source|activity zone]] around it. If it shows  "Water Source (0)", then it is ''salt''water, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls, natural floors, other salt water, or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries. When in doubt, an activity zone will reveal whether or not the water has been contaminated.
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You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls, natural floors, other salt water or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.
  
Oddly, a [[well]] built over a source of salt water will still provide drinkable water to dwarves.
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Wells still act as [[meeting area]]s, as dwarves will gather around them, but this water is still undrinkable.
  
 
==Contaminated water==
 
==Contaminated water==
When [[blood]] or dead bodies come into contact with water, it can become '''contaminated''', and dwarves will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.
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When blood or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.
  
 
== Rain ==
 
== Rain ==
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{{Water FAQ}}
 
{{Water FAQ}}
  
{{category|Map_tiles}}
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[[category:Map_tiles]]
{{Category|Physics}}
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[[Category:Physics]]

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