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Editing 40d:Wound

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:''(Note that "lightly wounded" is '''light''' grey, and "lopped off" is '''dark''' grey - these can sometimes be easy to confuse.  See example below.)''
 
:''(Note that "lightly wounded" is '''light''' grey, and "lopped off" is '''dark''' grey - these can sometimes be easy to confuse.  See example below.)''
  
The {{k|w}}ound screen for an unwounded dwarf shows only the standard 15 body parts that can wear items of [[armor]]:
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The {{k|w}}ound screen for an unwounded dwarf shows only the standard 15 body parts that can wear items of [[Main:armour|armour]]:
  
 
<div style="background:black; width:16em">
 
<div style="background:black; width:16em">
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:''This section is incomplete; much about the [[Combat|combat system]] is unknown.''
 
:''This section is incomplete; much about the [[Combat|combat system]] is unknown.''
  
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.
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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 [[Main:armor|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.
  
 
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.
 
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.

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