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Editing 40d:Wound

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[[Creature]]s 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.
 
[[Creature]]s 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.
  
<div style="background:black; width:16em">
+
 
:{{DFtext|unhurt|#fff}}
+
::{| border=0 cellpadding=0 cellspacing=1 style="background: black"
:{{DFtext|lightly wounded|#c0c0c0}}
+
|-
:{{DFtext|moderately wounded|#808000}}
+
|<font color="#ffffff"> '''unhurt'''</font>
:{{DFtext|broken|#ffff00}}
+
|-
:{{DFtext|mangled|#ff0000}}
+
|<font color="#c0c0c0"> '''lightly wounded'''</font>
:{{DFtext|lopped off|#808080}}
+
|-
</div>
+
|<font color="#808000"> '''moderately wounded'''</font>
 +
|-
 +
|<font color="#ffff00"> '''broken'''</font>
 +
|-
 +
|<font color="#ff0000"> '''mangled'''</font>
 +
|-
 +
|<font color="#808080"> '''lopped off'''</font>
 +
|}
 +
 
 
:''(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]]:
+
The {{k|w}}ound screen for an unwounded dwarf shows only the standard 15 body parts that can wear items of [[Main:armour|armour]]:
 +
 
 +
:::{{Gametext|upper body|#fff}}
 +
:::{{Gametext|lower body|#fff}}
 +
:::{{Gametext|head|#fff}}
 +
:::{{Gametext|right upper arm|#fff}}
 +
:::{{Gametext|left upper arm|#fff}}
 +
:::{{Gametext|right lower arm|#fff}}
 +
:::{{Gametext|left lower arm|#fff}}
 +
:::{{Gametext|right hand|#fff}}
 +
:::{{Gametext|left hand|#fff}}
 +
:::{{Gametext|right upper leg|#fff}}
 +
:::{{Gametext|left upper leg|#fff}}
 +
:::{{Gametext|right lower leg|#fff}}
 +
:::{{Gametext|left lower leg|#fff}}
 +
:::{{Gametext|right foot|#fff}}
 +
:::{{Gametext|left foot|#fff}}
  
<div style="background:black; width:16em">
 
:{{DFtext|upper body<br>lower body<br>head<br>right upper arm<br>left upper arm<br>right lower arm<br>left lower arm<br>right hand<br>left hand<br>right upper leg<br>left upper leg<br>right lower leg<br>left lower leg<br>right foot<br>left foot|#fff}}
 
</div>
 
  
 
These 15 parts fill the wound screen ''exactly'' - if any other parts are wounded, perhaps a finger or an organ, you must use the {{k|+}} and {{k|-}} keys to scroll down to see them. If any part then appears listed below "left foot", it is injured.  
 
These 15 parts fill the wound screen ''exactly'' - if any other parts are wounded, perhaps a finger or an organ, you must use the {{k|+}} and {{k|-}} keys to scroll down to see them. If any part then appears listed below "left foot", it is injured.  
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The wounds below show a dwarf with a "lightly wounded" right foot and a lost left pinky finger.  
 
The wounds below show a dwarf with a "lightly wounded" right foot and a lost left pinky finger.  
  
<div style="background:black; width:16em">
+
:::{{Gametext|left lower leg|#fff}}
:{{DFtext|left lower leg|#fff}}
+
:::{{Gametext|right foot|#c0c0c0}}
:{{DFtext|right foot|#c0c0c0}}
+
:::{{Gametext|left foot|#fff}}
:{{DFtext|left foot|#fff}}
+
:::{{Gametext|fourth finger, left hand|#808080}}
:{{DFtext|fourth finger, left hand|#808080}}
 
</div>
 
  
 
:''(Note how difficult the shades of grey can be to tell apart.  (See also [[Color schemes]].))''<br />
 
:''(Note how difficult the shades of grey can be to tell apart.  (See also [[Color schemes]].))''<br />
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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.
+
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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== Wounds and Sparring ==
 
== Wounds and Sparring ==
  
Any wound, however minor, will prevent a [[military]] dwarf from sparring (interrupting a [[sparring]] session if that's when the wound occurred) until and unless it heals.  Military dwarves with inadequate armor and low wrestling and block skills will often be seen sparring for only seconds at a time, before one gets a stubbed toe and runs off to the meeting area, then heals and runs back.
+
Any wound, however minor, will prevent a [[military]] dwarf from sparring (interrupting a [[sparring]] session if that's when the wound occured) until and unless it heals.  Military dwarves with inadequate armor and low wrestling and block skills will often be seen sparring for only seconds at a time, before one gets a stubbed toe and runs off to the meeting area, then heals and runs back.
  
 
Minor nervous system injuries are one of the leading causes of early retirement in the military, since dwarves with such wounds will consider themselves too badly injured to spar (but not too badly injured to take on a [[dragon]] while unarmed and naked, with no backup; dwarven logic at its finest).  Because of this, an arena can be used to continue the training of brain-damaged dwarves.  Besides nervous system injuries, amputations, lost non-critical organs such as eyes, and often burn or cold damage will also result in permanent injuries and thus permanent retirement.  Such dwarves can also be used for the [[Fortress guard]]; or they can be made marksdwarves, as injuries* do ''not'' interfere with practice at the shooting range.
 
Minor nervous system injuries are one of the leading causes of early retirement in the military, since dwarves with such wounds will consider themselves too badly injured to spar (but not too badly injured to take on a [[dragon]] while unarmed and naked, with no backup; dwarven logic at its finest).  Because of this, an arena can be used to continue the training of brain-damaged dwarves.  Besides nervous system injuries, amputations, lost non-critical organs such as eyes, and often burn or cold damage will also result in permanent injuries and thus permanent retirement.  Such dwarves can also be used for the [[Fortress guard]]; or they can be made marksdwarves, as injuries* do ''not'' interfere with practice at the shooting range.
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A creature inflicted with a fatal blow will be announced as "struck down" or, if a ranged weapon was used "shot and killed".  Other death messages include "starved to death", "drowned", "fallen into a deep chasm", "burned to death", etc.
 
A creature inflicted with a fatal blow will be announced as "struck down" or, if a ranged weapon was used "shot and killed".  Other death messages include "starved to death", "drowned", "fallen into a deep chasm", "burned to death", etc.
  
 +
{{Category|Dwarves}}
 
{{Category|Military}}
 
{{Category|Military}}
{{Category|Interface}}
 

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