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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cephalo</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=Cephalo"/>
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	<updated>2026-06-19T22:26:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=150120</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=150120"/>
		<updated>2011-06-08T13:51:32Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: Clarification&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}}s 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}}'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;br /&gt;
&lt;br /&gt;
Artifact {{L|furniture}} of high value can be placed in {{L|room}}s to give a big increase to the room's value (and hence quality), which can be useful to meet the room quality requirements of {{L|noble}}s.  They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy {{L|thought}}s from admiring them.  Artifact {{L|mechanism}}s can be turned into {{L|lever}}s and {{L|trap}}s, which count as furniture.  Artifact {{L|weapon}}s (if not being used in the military) can be put into a weapon trap, which will make it count as valuable furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, millstones, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will grow particularly attached to {{L|weapon}}s and {{L|armor}}, and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a {{L|forgotten beast}} will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be stolen by thieves.  This does not appear to affect the happiness of the artifact's creator.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/media/df_talk_7_transcript_2.html DF talk about plans for artifacts]&lt;/div&gt;</summary>
		<author><name>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=122496</id>
		<title>v0.31:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=122496"/>
		<updated>2010-07-25T17:37:37Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Small clusters of rough '''gems''' can be found strewn throughout the {{l|mountain}}. '''Cut gems''' can be used to {{l|encrust}} {{l|furniture}}, {{l|crafts}}, and {{l|ammunition}}, to create {{l|window}}s and as a source material for {{l|legendary artifact|legendary artifacts}}.  In addition, raw {{l|rock crystal}}s are required to make crystal glass goods. Gem encrusted {{l|weapon}}s and {{l|armor}} can be found in game, but cannot be made in fortress mode.&lt;br /&gt;
&lt;br /&gt;
The majority of these gems can be brought by and requested from the dwarven caravan, in both cut and rough form. Humans are capable of bringing {{l|glass}} gems, also in both forms.&lt;br /&gt;
&lt;br /&gt;
Sometimes, rough gems will be cut into {{l|craft}}s or '''large gems'''. The chance of creating a &amp;quot;large gem&amp;quot; or craft is roughly 1 in 3{{verify}}, the skill of a gem cutter does not affect this number at all{{verify}}, only the quality of the finished good produced. Note that these will ''replace'' a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture {{l|Glass|raw glass}}, which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Unverified&lt;br /&gt;
==Frequency==&lt;br /&gt;
At first glance, one might think that any and all gems found in &amp;quot;all stone&amp;quot; have a good chance to be found on/in your map, since stone is stone and your map has plenty of it. However, it ''appears'' that there is more going on than a purely random distribution, and that, on any map, a given {{l|biome}} will have one or a very few preferred or predominate type(s) of gem(s) found within it, chosen (at random?) from among all those possible and excluding (most) all others. &lt;br /&gt;
&lt;br /&gt;
So, if you find &amp;quot;pineapple opal&amp;quot; on your map, you may find a lot of it, again and again, and no other opals and few other &amp;quot;all stone&amp;quot; gems. The same pattern often appears with gems with more specific environments - altho' any of them might be found, it tends to be only one or two that dominate, even unto exclusion of all other types at times.  This needs more research, but don't be surprised when this pattern starts to look familiar.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have base {{l|value}} of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a {{l|jeweler's workshop}}. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See {{l|Gem cutting}} and {{l|Gem setting}}. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name={{l|green glass}}|value=2|color={{Raw Tile|☼♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name={{l|clear glass}}|value=5|color={{Raw Tile|☼♦|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name={{l|crystal glass}}|value=10|color={{Raw Tile|☼♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|amber opal}}|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|aventurine}}|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|banded agate}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bloodstone}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|blue jade}}|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bone opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|brown jasper}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|carnelian}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|cherry opal}}|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|chrysocolla}}|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere={{l|Malachite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|chrysoprase}}|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|citrine}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|clear tourmaline}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|dendritic agate}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|fire agate}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|fortification agate}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|gold opal}}|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|gray chalcedony}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|jasper opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lace agate}}|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lapis lazuli}}|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Igneous intrusive}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lavender jade}}|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|milk opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|milk quartz}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moonstone}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|morion}}|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moss agate}}|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moss opal}}|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|onyx opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|onyx}}|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|picture jasper}}|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pineapple opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pink jade}}|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pipe opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|plume agate}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|prase opal}}|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|prase}}|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pyrite}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|resin opal}}|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|rock crystal}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|rose quartz}}|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sardonyx}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sard}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|schorl}}|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|shell opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|smoky quartz}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sunstone}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=Basalt, Gneiss|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tiger iron}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tigereye}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tube agate}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|turquoise}}|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere={{l|Igneous extrusive}}, {{l|Kaolinite}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|variscite}}|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|wax opal}}|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|white chalcedony}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|white jade}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|wood opal}}|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|yellow jasper}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|alexandrite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|almandine}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|amethyst}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|aquamarine}}|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|bandfire opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black opal}}|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black pyrope}}|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black zircon}}|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|blue garnet}}|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|brown zircon}}|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|cat's eye}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|chrysoberyl}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|cinnamon grossular}}|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|claro opal}}|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|clear garnet}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|clear zircon}}|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|crystal opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|demantoid}}|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Chromite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|fire opal}}|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|golden beryl}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|goshenite}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green jade}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green tourmaline}}|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green zircon}}|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|harlequin opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|heliodor}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|honey yellow beryl}}|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|indigo tourmaline}}|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|jelly opal}}|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|kunzite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|levin opal}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|light yellow diamond}}|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|melanite}}|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|morganite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|peridot}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pinfire opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pink garnet}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pink tourmaline}}|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|precious fire opal}}|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|purple spinel}}|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red beryl}}|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red flash opal}}|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red grossular}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red pyrope}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red spinel}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red tourmaline}}|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red zircon}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|rhodolite}}|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|rubicelle}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|tanzanite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|topazolite}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|topaz}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|tsavorite}}|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|violet spessartine}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|white opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow grossular}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow spessartine}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow zircon}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|emerald}}|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|faint yellow diamond}}|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|ruby}}|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|sapphire}}|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|black diamond}}|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|blue diamond}}|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|clear diamond}}|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|green diamond}}|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|red diamond}}|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star ruby}}|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere={{l|Ruby}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star sapphire}}|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Sapphire}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|yellow diamond}}|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can {{l|Fire|ignite}} if they come into contact with {{l|magma}}.&lt;br /&gt;
&lt;br /&gt;
All [color] jade gems appear in [[DF2010:Alluvial_layer|alluvial layers]] which don't exist ingame.&amp;lt;br /&amp;gt;&lt;br /&gt;
So you will never see these ingame, sorry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in {{l|kimberlite}} (which itself only appears in {{l|gabbro}} layers) and sapphires and rubies only appear in {{l|bauxite}} (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== {{l|Glass}} ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||{{l|bag}} full of {{l|sand}}&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||{{l|bag}} full of {{l|sand}} + {{l|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||rough {{L|rock crystal}} + {{l|pearlash}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the {{l|glassmaking}} {{l|labor}} designated, and, just like working {{l|metal}}, it also requires {{l|fuel}} (either {{l|coke}} or {{l|charcoal}}) at a normal glass furnace, or {{l|magma}} at a magma {{l|glass furnace}}.  Like all gems, raw glass has no {{l|quality}} modifiers.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your {{l|glassmaker}}s can make from glass.  See {{l|glass}} and {{l|glass industry}} for more information.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13385</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13385"/>
		<updated>2009-03-19T14:59:49Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Healing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
=== 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;
Arrows and bolts can become stuck in limbs, showing up in the wounded dwarf's inventory.  This prevents the wound from healing. Like other shot ammo, it will initially be in forbidden state, so to heal the wound you must claim the stuck missile and mark it for dumping. Whenever a wounded dwarf moves to a bed to rest, be sure and check his inventory for stuck items so he can heal.&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>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13384</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13384"/>
		<updated>2009-03-19T14:59:21Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Effects of wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
=== 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>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13383</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13383"/>
		<updated>2009-03-19T14:57:51Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Effects of wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 prevents the wound from healing. Like other shot ammo, it will initially be in forbidden state, so to heal the wound you must claim the stuck missile and mark it for dumping. Whenever a wounded dwarf moves to a bed to rest, be sure and check his inventory for stuck items so he can heal.&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>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13382</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13382"/>
		<updated>2009-03-19T14:56:35Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Effects of wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 prevents the wound from healing. Like other shot ammo, it will initially be in forbidden state, so to heal the wound you must claim the stuck missile and mark it for dumping. Whenever a dwarf moves to a bed to rest, be sure and check his inventory for stuck items so he can heal.&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>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2179</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2179"/>
		<updated>2009-02-27T20:45:08Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Aboveground or underground? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps). If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted. Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
&lt;br /&gt;
Also, some biomes such as mountains will not support outdoor farming, even when irrigated. You can build a farm on muddy ground, but no seed types will be available for planting there. If you wish to dig a secure outdoor farming area into your underground fort, make sure it's on a biome that supports outdoor farming. &lt;br /&gt;
&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
&lt;br /&gt;
If you want a secure way to farm outdoor plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Channel]] out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build [[floor]]s out of [[Glass]] [[block]]s, this will allow light to pass through, but not invaders. This can in fact be done with any kind of floor, including raw [[stone]], since the area beneath the floor will still receive light and while still being indoors. This may be an exploit. Though to legitimately get some of the security benefit if you have no access to glass or sand, you could consider using grates&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{k|b}}uild menu and place farm {{k|p}}lots. Use {{k|u}} and {{k|k}} to increase the size of the plot, and {{k|m}} and {{k|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{k|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot manned by dabbling farmers will provide enough food to feed and water 30 dwarves. The use of [[Exploits#Cooking_alcohol|boozecooking]] will stretch this to 75 dwarves. If you have decently skilled farmers, the same 5x5 plot (with boozecooking) will feed over 200 dwarves! However, you may wish to increase food production way beyond anything your dwarves could ever consume to create large amounts of valuable trade goods.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{k|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{k|a}}, {{k|b}}, {{k|c}}, {{k|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. Some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~). Once a square has been planted, it will look like a double line. Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you may want to focus your production on berries aboveground, or fast growing [[plump helmets]] underground, because they can be brewed and eaten raw or cooked. [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.&lt;br /&gt;
&lt;br /&gt;
You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them to get the seeds. You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly. The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{k|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.&lt;br /&gt;
&lt;br /&gt;
* '''skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; and rarely even &amp;quot;plant name [6]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
*'''fertilization''': Fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size and whether it is indoor or outdoor. Outdoor farms require much more fertilizer. Using {{k|q}} to view the farm plot, look for the field that looks like &amp;quot;''n''/''N'' ft.&amp;quot; ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. You can only fertilize some farming set ups: muddy farm plots, [[light|light above ground]] plots, [[irrigation]]-enhanced farms. The exact parameters are unknown.{{verify}} One potash is required for every three squares of plot (with fractions ignored).&lt;br /&gt;
&lt;br /&gt;
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:&lt;br /&gt;
 Yeah, even a novice farmer will get 6 of them once out of every 12000000 attempts. &lt;br /&gt;
 I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{k|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{k|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods. Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24991</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24991"/>
		<updated>2008-08-25T20:46:43Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Melting Ice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough [[alcohol]].&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Mining Hazard ==&lt;br /&gt;
&lt;br /&gt;
Watch out when digging through ice into (subterranean) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable dwarf, but also of his now inaccessible equipment.&lt;br /&gt;
&lt;br /&gt;
== Smoothing Ice ==&lt;br /&gt;
&lt;br /&gt;
Smoothed ice walls are called straight ice wall, smoothed ice floors all called level ice floor, engraved ice floors are called sculpted ice floors and engraved Ice walls are called sculpted ice walls.&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with magma. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
&lt;br /&gt;
If you would like to transport magma to heat a frozen [[brook]] or other such feature that is very far away from the magma pipe, try to use a magma duct that is nearly as wide as the area you intend to fill. Otherwise, magma will tend to evaporate as it disperses from a narrow duct to a wider area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24990</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24990"/>
		<updated>2008-08-25T20:45:13Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Melting Ice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough [[alcohol]].&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Mining Hazard ==&lt;br /&gt;
&lt;br /&gt;
Watch out when digging through ice into (subterranean) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable dwarf, but also of his now inaccessible equipment.&lt;br /&gt;
&lt;br /&gt;
== Smoothing Ice ==&lt;br /&gt;
&lt;br /&gt;
Smoothed ice walls are called straight ice wall, smoothed ice floors all called level ice floor, engraved ice floors are called sculpted ice floors and engraved Ice walls are called sculpted ice walls.&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with magma. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
&lt;br /&gt;
If you would like to transport magma to heat a frozen brook or other such feature that is very far away from the magma pipe, try to use a magma duct that is nearly as wide as the area you intend to fill. Otherwise, magma will tend to evaporate as it disperses from a narrow duct to a wider area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Cephalo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24479</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24479"/>
		<updated>2008-02-29T22:08:54Z</updated>

		<summary type="html">&lt;p&gt;Cephalo: /* Entrance traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
==Entrance traps==&lt;br /&gt;
&lt;br /&gt;
===Fortification Based Entrance Designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;nbsp;&amp;lt;/tt&amp;gt;  - pit (filled with spikes, water, magma, whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;r&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
&amp;lt;pre&amp;gt;   &lt;br /&gt;
                  ENTRANCE&lt;br /&gt;
######################222######&lt;br /&gt;
rrrr+ ................... +rrrr&lt;br /&gt;
rrrr+ .               111 +rrrr&lt;br /&gt;
rrrr+ .  .   .   .   .... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+  .   .   .   .  ... +rrrr&lt;br /&gt;
rrrr+                 ... +rrrr&lt;br /&gt;
rrrr+++++++++++++++++ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ 333 +rrrr&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your trade depot before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
===Flooded Entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;s&amp;lt;/tt&amp;gt; - ballista&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - Stair&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ###########################sss&lt;br /&gt;
Entrance...............&amp;gt;     sss...sss&lt;br /&gt;
Entrance...............&amp;gt;     sssssssss&lt;br /&gt;
Entrance...............&amp;gt;     ssssss...&lt;br /&gt;
        ########################sss###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Cephalo</name></author>
	</entry>
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