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Editing 40d:Wound

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{{quality|Masterwork|23:37, 21 December 2010 (UTC)}}{{av}}
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{{av}}
[[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.
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[[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.
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::{| border=0 cellpadding=0 cellspacing=1 style="background: black"
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|-
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|<font color="#ffffff"> '''unhurt'''</font>
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|-
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|<font color="#c0c0c0"> '''lightly wounded'''</font>
 +
|-
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|<font color="#808000"> '''moderately wounded'''</font>
 +
|-
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|<font color="#ffff00"> '''broken'''</font>
 +
|-
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|<font color="#ff0000"> '''mangled'''</font>
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|-
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|<font color="#808080"> '''lopped off'''</font>
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|}
  
<div style="background:black; width:16em">
 
:{{DFtext|unhurt|#fff}}
 
:{{DFtext|lightly wounded|#c0c0c0}}
 
:{{DFtext|moderately wounded|#808000}}
 
:{{DFtext|broken|#ffff00}}
 
:{{DFtext|mangled|#ff0000}}
 
:{{DFtext|lopped off|#808080}}
 
</div>
 
 
:''(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 [[armour]]:
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:::{{Gametext|upper body|#fff}}
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:::{{Gametext|lower body|#fff}}
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:::{{Gametext|head|#fff}}
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:::{{Gametext|right upper arm|#fff}}
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:::{{Gametext|left upper arm|#fff}}
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:::{{Gametext|right lower arm|#fff}}
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:::{{Gametext|left lower arm|#fff}}
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:::{{Gametext|right hand|#fff}}
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:::{{Gametext|left hand|#fff}}
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:::{{Gametext|right upper leg|#fff}}
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:::{{Gametext|left upper leg|#fff}}
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:::{{Gametext|right lower leg|#fff}}
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:::{{Gametext|left lower leg|#fff}}
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:::{{Gametext|right foot|#fff}}
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:::{{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">
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:::{{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}}
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:::{{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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== Wounding ==
 
== Wounding ==
  
:''This section is incomplete; much about the [[Combat|combat system]] is unknown.''
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:''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 [[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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== Effects of wounds ==
 
== Effects of wounds ==
  
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 [[thought]]s, but also some positive thoughts from the rescue and recovery process (see next section).
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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).
  
 
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).
 
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).
  
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or "entrails shooting out through the wound". In [[Adventure Mode]], a "Mortal Wound" 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. [[Toughness]] may be a factor in helping to prevent this.
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Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or "entrails shooting out through the wound". In [[Adventure Mode]], a "Mortal Wound" 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.
  
 
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting ("giving in to pain"), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.
 
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting ("giving in to pain"), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.
  
Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of intent]].
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Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of Intent]].
  
 
=== On organs ===
 
=== On organs ===
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|| 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 "see" what's next to it (other words, 3x3 vision).
 
|| 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 "see" what's next to it (other words, 3x3 vision).
 
|- style="background: #eee; padding: 1px;"
 
|- style="background: #eee; padding: 1px;"
|| Guts || Not known || <s>Not possible</s> Possible from extreme temperature.  Dwarf lives as normal although wound never heals. || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || <s>The entire lower body is severed from the rest of the body or it is completely destroyed.  Instant death.</s> Guts is ''not'' the same as lower body, even though an attack against the guts sometimes shows up as an attack agains the lower body in adventure mode. Chopping off the lower body always results in instant death, chopping off the guts does not. For example, you need to damage the lower body of an enemy before you can even target the guts ("You slash the goblin maceman in the lower body with your iron long sword, spilling her stinking guts"). After that, the guts can be chopped off.
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|| Guts || Not known || <s>Not possible</s> Possible from extreme temperature.  Dwarf lives as normal although wound never heals. || 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.
 
|}
 
|}
  
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Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal.  
 
Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal.  
  
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. [[Main:Toady|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.
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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.
  
Wounded dwarves who rest are automatically labeled as "unconscious".
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In the current version{{version|0.28.181.40d}} wounded dwarves who rest are automatically labeled as "unconscious". Unlike the previous versions, this does not prevent the other dwarves from bringing them food and water.
  
 
== 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.
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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.
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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.
  
 
:''(* Even losing both eyes - but accuracy '''will''' be seriously hampered.)''
 
:''(* Even losing both eyes - but accuracy '''will''' be seriously hampered.)''
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====Amputations====
 
====Amputations====
Lopped off limbs and other parts (such as eyes, ears, nose, etc.) can never grow back.  Because these injuries are permanent, they will also prevent sparring in the military.  The game seems to keep track of whether a severed part is "healed" enough to cease bed rest, but the pain of the injury never goes away.  These "phantom pains" can leave a dwarf permanently incapacitated, or cause him to randomly collapse while going about his business.  Dwarves with extremely high Toughness may be able to function somewhat normally, though they will still suffer from the other consequences of the injury (a missing foot or leg forces them to crawl, a missing eye makes their accuracy with ranged weapons suffer, etc.).
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Lopped off limbs and other parts (such as eyes, ears, nose, etc.) can never grow back.  Because these injuries are permanent, they will also prevent sparring in the military.  The game currently{{v|0.28.181.40d}} appears to keep track of whether a severed part is "healed" enough to cease bed rest, but the pain of the injury never goes away.  These "phantom pains" can leave a dwarf permanently incapacitated, or cause him to randomly collapse while going about his business.  Dwarves with extremely high Toughness may be able to function somewhat normally, though they will still suffer from the other consequences of the injury (a missing foot or leg forces them to crawl, a missing eye makes their accuracy with ranged weapons suffer, etc.).
  
 
====Improving Healing====
 
====Improving Healing====
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==un/happy thoughts==
 
==un/happy thoughts==
Dwarves have various [[thought]]s from injury, unconsciousness, 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.
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Dwarves have various [[thoughts]] from injury, unconsciousness, 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.
  
 
= Wounds in Adventure Mode =
 
= Wounds in Adventure Mode =
  
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. If an artery was torn, the body part will show up as yellow forever, but it won't keep on bleeding. Your <strike>Meatwall</strike> friends 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.
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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 <strike>Meatwall</strike> friends 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.
  
 
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.
 
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.
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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|Military}}
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[[Category:Dwarves]]
{{Category|Interface}}
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[[Category:Military]]

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